Let's look at the article:
Vignettes can fill a number of roles in your story.
Interactions dramatize current conflicts between PCs or other characters.
Flashbacks illuminate past events in the characters’ lives.
Dream sequences bring a character’s inner conflicts to life in a surreal mental environment.
Transitions leap the campaign forward in time.
Third-person teasers use NPCs, portrayed by the players, to foreshadow events that enmesh the PCs.
Interactions: How would you guys frame these scenes if you were the DM? Does he say, "Okay, now Brom and Deena are talking about the fiasco at the Gate of Black Fire over a couple of pints at the Green Dragon Inn. Go!" Or is it handled more organically, just asking what the PCs are doing? Or does he say, "Do you guys want to have an Interaction scene now?"
Would there be a way to tie this into the economy of the game? Say by issuing a Quest like, "Resolve your differences - in whatever way - over what happened at the Gate of Black Fire".
Flashbacks: It's a good way to introduce new NPCs and give them ties to the PCs. Cheesy if overused.
Here is a storytelling mechanic. Give the party a number of flashback scenes equal to the number of PCs. This refreshes each level. In the flashback you roleplay through a (very short) scene that includes a conflict. If the PC succeeds in the conflict, he gets a +2 bonus to a roll related to the conflict; if he fails, a -2 penalty. The bonus must be applied immediately, and the DM can use the penalty whenever he feels it's appropriate.
Transitions: I think it might be cool if you had the player describe what he was doing, or trying to accomplish, during the downtime. Then he might get a roll related to it and gain some benefit from it. Things like work (to get some cash), study (learn a new ritual/make a magic item), or whatever. The key would be to keep it short and sweet.
Third-Person Teasers: Pretty awesome.