Neither of those, actually. I present the players with fictional people, places, things, and situations, and they decide how their characters react, then I decide how the fictional things that aren't their characters respond. While I make an effort to focus the things I present to the players on the things their characters need, want, or are otherwise interested in, I'm not "facilitating player awesomeness," nor am I "tell[ing] a story where the players play the stars." Both of those, by the way sound an awful lot like denigrating someone else's playstyle (though not mine).