I agree that your games do a good job of not having the two axes (the fun and challenge of the GM role, the fun and challenge of the PC player role) create colliding interests... I was kinda fishing for game design techniques to achieve just that. :)
If I can try to rephrase to see if I understood you correctly:
It's the GM's role to engage with the world-creation and -portrayal and rise up to the challenge of doing so within the system (in the case of AW, the Principles, Agendas, Moves and Fronts). But also to meet the players head on as they engage with their system-role. In the case of AW, portraying NPCs, sometimes hostile.
It's the PC player's role to portray and make choices for their characters and rise up to (and/or be changed by) the fictional opposition (represented both diegetically and mechanically). (In the case of AW, surviving the fronts, scarcities, NPCs, other PCs, and living with all the 7-9 and 6- results). But also to meet the GM/MC head on as they engage with their system-role. In the case of AW, answering questions, filling in the blanks, describing the hold etc.
(Maybe I'm off by a little, I'm not a genius like you guys are.)
But seeing it as extra duties -- and trying to make sure that the duties don't collide, and provide tools to manage the multiple duties, is already a new and valuable perspective for me.
Thank you.
What are some examples of such tools? And design principles for such tools?