I've also been reading through Dungeon World (affiliate link) (find it free at Sage LaTorra's GitHub repository or, for text-only and frugal printing, at Adam Fairweather's GitHub repository.) I've so far been super impressed with it, and wanting to know more about it, I searched out it's origins. It's based on what appears to be much lesser-known game by a different publisher, Apocalypse World (affiliate link.) (no freebies which I could find)
Dungeon World focuses on the narrative, on the story. The rules stay out of the way. They're designed that way. The rules are triggered by the fiction. They also drive the fiction. When the rules are triggered by a PC's action, rolls get made and the results cause the story to move forward, sometimes with interesting twists and turns.
Probably one of the most interesting aspects of the game is: the GM does not roll dice. The job of the GM is to ask questions and present interesting situations. Over and over and over, all throughout the rules, the GM is encouraged to focus on the fiction. Narrate the action in such a way that the story always moves forward.