What Tracy was also advocating was the players taking an active role in moving the adventure. If the DM has painted you into a corner with an obscure riddle no one can crack, that doesn't mean everything has to plod on for hours while you agonize over what the meaning of "is" is. His view in the article was to take up the reins and do something, ANYTHING. Chances are, if the players are sitting their stymied, the DM's not having any fun either, and any screenmonkey worthy of the name is up to adapting to player actions if it moves things along.
I'll admit, it's not universally applicable, but it can be a lot of fun. I remember GMing a Champions session years ago where I knew who the bad guy was and what he was doing, but other than that, had no clear notion of how the players were going to figure it out. I just let them run. If something they did seemed to point them in the right direction, I went with it. If they went off track, I'd move the path subtly to get them re-oriented. I ran the entire thing with the plot sitting about thirty seconds ahead of them and it worked.
Though I'm not sure I'd want to do it on a regular basis.