Breaking this down again from the beginning.
I was listening to a podcast today and I heard one of the guest hosts utter something that nigh made my blood boil: '"Railroading" is just a pejorative term for "a game in which the group actually accomplishes something!"' He went on to say "at least they're on the train" and not "stuck in the station."
Railroading *is* a pejorative term for a game in which the group accomplishes something, but not I think the standard usage, and certainly it is not
just that. Railroading refers also to a dysfunctional play style in which the GM basically thwards the PCs intentions because of some meta-goal of the GM; I believe this is the most standard, most clear, and generally most consistent definition of the concept. Further the group is not "actually" accomplishing something, they are simply accomplishing something, and play in which GM guidance propels events are not barred from "actually" accomplishing something. That "actually" is a hostile zing at a group who have not, as a whole, caused offense. People are free to "actually" accomplish things in their own preferred style.
This was in reference to a popular investigative RPG in which the GM is required to emplace solid, definable "core clues" in each and every scene, one that has on occasion been criticized for essentially institutionalizing railroading.
That doesn't sound like railroading. There are clues, the PCs discover them, the players decide on a course of action.
Is this a cop-out? I personally think that the PCs should be given all the freedom in the world to rund own blind alleys and chase red herrings; indeed, interesting roleplaying situations can pop up when this happens and it can end up leading to more interesting RPG experiences than the GM had originally intended.
It is not a cop-out, but simply a narrow-minded view of what can be "accomplished."
On the other hand, are GMs missing out on something by not railroading? Is all this "the PCs must be free!" chatter robbing us of our right to tell a good story?
There is no "right" to tell a good story. Certainly there is no "right" to railroad, which is not a good story. Storytelling is fundamentally different in RPGs than in poetic media, and the GM must be prepared for a variety of responses, even with the same group and in similar scenarios.
Imagine Return of the Jedi and Revenge of the Sith, for a moment, as RPG scenarios, in RotJ Luke rejects the Dark Side, whereas in RotS, Anakin embraces it. In a Star Wars RPG, both outcomes are possible. In a railroaded game, the GM has already presumed to make Luke or Anakin's choice, although he does not have the ability to actually force that choice. The player can always refuse to act in one fashion or the other, and the GM can only accept that choice, or not ask the player to choose. A railroaded game contains dysfunction in that the GM does not acknowledge this fundamental truth.