To expand a little bit on the last response, the "rules" in Apocalypse World may feel quite a bit different from the rules in traditional RPGs because they concern themselves with different things. I find I almost never need to "bend the rules" in AW because they are sufficiently flexible that it's never really an issue.
The bulk of the MC's principles in AW are about coming up with interesting consequences to the PCs' actions, and in that regard the story is very much the most important bit. Just beware that you're not imposing "plot" on them, as one of your most important principles is "play to find out."