That, I feel, is actually bad advice, since it's basically saying that the DM should be telling a story that the players will have to follow or else it won't work. It will encourage railroading. The DM shouldn't be telling a story. They should be setting up the events so that the PCs can make the story.
Also, "model your adventures on good storytelling examples" doesn't say how to model them, or what makes those examples good storytelling.
There are about ten bazillion websites, blogs, and newsletters that are dedicated to GM tips. The Alexandrian talks about the Three Clue Rule. Roleplayingtips.com has, in their GM tips section, articles like "how to build quick guilds for your kingdom" and "11 ways to make mysteries magnificent." The Angry DM has a series called "let's start a simple homebrew campaign."
It's stuff like that that should be in a DMG.