"Story happens after play" is one of the best phrases to describe a strong TTRPG performance, and a big part of why I am wary of (even invisible) railroading and pre-written scenarios. If the host has even a semi-solid idea of what the story should be, that feels like a missed opportunity.
"player agency" or a mark in "railroading's" favor. I don't railroad. I don't even have a plot or a "story" (story happens after play), but my players have no trouble knowing what they want their characters to do because they're given the information needed in order to make those decisions.