I think @Ovinomancer's thought is, roughly, this:The error you are making is excluding telling a story from proper RPG play. Or to put it another way, you are presenting one skill-construct as being the only possible skill-construct in RPG. I disagree with that view.
Skill in RPGing, on the player side, is about getting the fiction that you want by using the game system. If the game system, on the player side, is simply "tell a story", then I think there's an open question whether we're playing a game. (The word game is of course very capacious, and so one doesn't want to be overly prescriptive; on the other hand, I think it's worth maintaining the distinction between RPG and shared/cooperative storytelling game.)
And if the fiction that comes about - what happens next - is the result of the GM telling a story, then the players really didn't bring that fiction about. And even moreso, they didn't bring it about by using the game system. (Following on from the parenthetical remarks in the previous paragraph, the word system is also very capacious but it's not clear that a game of prompt the storyteller to tell the story you want him/her to tell is really a RPGing system.)
@Ovinomancer will no doubt correct me if I've gone too far off target!
I think many GMs whose main or sole experience is GMing contemporary D&D and similar games - which put very few constraints on GM framing, GM consequence narration, and GM manipulation of the current fiction (and which some RPGers even think permit the GM to fudge rolls or target numbers within action resolution) - would find GMing Cortex+ Heroic a very interesting change of pace!in Cortex, the Doom Pool is a player facing mechanic and can be (and must be) managed for skilled play. The GM has to decide how to use it, and has leeway, but cannot just "tell a story" and ignore it. It's a constraining mechanic available to the players for manipulation.