I feel that idea conflates "that's a cool thing, I love this game" and "that's important to the plot (or story) and will come up again later".
You could argue that to some extent they should be one and the same. But I'm thinking of, for example, interesting colour about a character or a place or whatever, that maybe doesn't come up again. Or rather, should I as a player optimise for how likely other players are to build upon this, or how much they will enjoy it right now, or something else?
It's easier to come up with the opposite example: a really boring macguffin that keeps getting referenced, farming tokens for its creator, because the plot dictates that it's really powerful or something.
And then there's the thing (I'm really lazy now and not looking up how well-established this "truth" is) about extrinsic rewards diminishing the intrinsic fun in doing fun stuff. If you start handing out tokens for describing your character well, the joy some players ordinarily find in coming up with and sharing interesting tidbits might be diminished, since it now feels like work.
Another way to attack the problem is through setting design: "how do I steer the contents of the shared fiction so that, when the players talk about it according to some agenda (e.g. make my character survive) the things they say are often interesting?"