My list is true for me, where I am now, but I've had exposure to a load of different techniques. I don't buy the whole 'Apocalypse World teaches people to play because of the GM rules' very convincing at all but that's maybe tangential to my previous points.
Over in the Daggerheart thread there's some folks talking about how awesome the GM Guidance in there is about how to run the game from that perspective, tools and techniques for success, etc. At least one other poster went and looked at it and said "this is good stuff, but is basically just what's been in PBTA books for over a decade now."
I think that the sort of "talking about what it means to play a/this TTRPG" from an around-the-table perspective that pretty much all narrativist games do is very helpful in thinking about the craft of playing a game for all participants. And again, we see that the OSR scene which had been working out how they were going to formalize and promulgate their form of idealized B/X etc play looked at the guidance in AW and built something analogous in the Principia. Many new OSR games have specific "DM Agenda/Best Practices/whatever" and the same for players as well - "here's how to get the most out of this game and the style of play."