I can't tell whether I've lost all interest in a 'specifically' story-game, or if I've hit a whole new level of 'holy shit!'.
#1: A DM/GM/Referee, in a role-playing game aka story-telling game (as I see them), basically serves as coach and facilitator for the rest of the players. You give storytelling tips, rules reminders, and just keep an eye on the overall social dynamic.
#2: Getting rid of the Facilitator (or GM) means the players have internalized the whole process, and now work much like a musical Band of folks jamming. Think of the period of time when they need the Referee as the time when they still learned their instruments, needed someone to write a song for them to practice, and keep them on track.
#3: But then, no matter what, you can tell two types of Story. One, 'Let's build a world together', and Two, 'Welcome to my World'. In both stories, fully realized players will influence the world and events, but on some level the buck stops with the World-holder. They have final say on what does or doesn't exist in their World, and this creates a different kind of story-experience for the rest of the players. The rest of the storytellers use their 'story minds' to engage with a world that they walk as guests in.
I think switching back and forth, between 'Let's build a world together' (like in In A Wicked Age, Primetime Adventures), and 'Welcome to my World' (Dogs in the Vineyard, Sorcerer) between sessions could create some really cool effects.
You could have all of this within the purview of a single system, a single game, that allows for switching back-and-forth to stretch different storytelling skills for folks.
In the end, developing the players/story-jammers ability to vividly and collaboratively dream in a waking state really sums up the end goal, for me.
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