I'm A Banana
Potassium-Rich
And don't bother falling back on the old saw we've seen in this thread already that "worldbuilding inspires adventures", because the converse is just as true, and at least by putting adventure needs first you're not imposing arbitrary restrictions on the quality of the game just because some setting doesn't have a city there, or there are no boggarts in the area.
That probably explains my improv-heavy style better than anything I typed before.
The players inspire the adventure. The adventure inspires the world.
In reference to the AIAAT (all improvisation, all the time) style, I gotta say, almost everything I've ever done in life was made better (or would have been made better ) by thinking about it first.
The brain is a marvelous tool. It's first advantage is that thought is immensely rapid. I can think about something before I do it, and then do it, all within the span of a minute or less. I don't need to think about it, prepare to do it, wait a week, and then do it.
It's second advantage is that it is amazing at recognizing patterns. I've read a lot of books, seen a lot of movies, watched a lot of TV, played a lot of games...I know that when there is a princess in trouble, a knight in shining armor will always want to save her. I know that necromancer kings host armies of undead in forgotten lairs. I know that barbarians hate wizards, and that tentacles make people go insane. I know no one can see a ninja who does not want to be seen unless they are an even *better* ninja.
In other words, I know archetypes. Archetypes are a pattern that the brain can recognize. And then, as if those patterns were building blocks, I can meld them together and structure them one on top of the other and twist them and balance them to make an adventure.