Are you talking about externally provided plot, as in here is the broad plot line, and here is why I/we want to have this and that important turning points that lead to a climax?
Or emergent plot in which a sequence of events happen through play that can be fit into one of these categories with important turning points identified?
Or both?
In my experience 1 leads to a lot of problems when applied to certain that either implicitly, for example DnD, or explicitly, for example Monster Hearts, when not everyone is on board with that, the heroes and 2 seems to be how a lot of games work but can be dissatisfying when some players want to experience or need more of a frame in the campaign, whether to push against the "rails" or figure out what they are supposed to do.