Mutants in the Night, a hack of Blades in the Dark, does something very interesting in this regard. The rulebook talks about the Facilitator using terms like zooming in and wide shots to paint a picture of each scene.
For example when the crew is getting ready to execute a score, the Facilitator can use a wide shot to frame the building, the guards, the time of day, and then zoom in to show the characters approaching int he shadows. Then the Facilitator can hand off the camera to the players to let them know they are in control of what's happening next.
It's such a simple thing but I think it gives a familiar language to who is in control of the narrative and what is possible when you hand off and hold the camera. More and more, as I run games, I imagine them as television shows, something Blades in the Dark actively suggests you do as well. I use establishing shots and crane shots to look over the city to get a sense of what the mood is, to see current events play out. Also this sort of cinematic language gets people thinking about how scenes look between their characters, and what the NPCs look like. Are the character's listening to music? Can you hear crickets? Does this bad ass cyber ninja who is hunting you have their own musical theme that takes over the soundtrack?
Specifically calling out that there is a camera and a lens through which we view the events of the game is a great narrative mechanic, I find.