Very few games come with narrative guidance tools, and I think that's a shame. Lets talk about Narrative Guidance.
Most games are full of mechanical tools and guidance - advice for how to build an encounter, how the numbers work, why things "cost" whatever they do, etc. These are, in many ways, the foundation of our hobby, but as a fundamentally storytelling medium, the other side of the coin is often missing - games very rarely explain how to weave the narrative they're designed for. Missing are lists of tropes, explanations of important narrative beats, character archetypes and where/when/how to utilize them to create the arcs and stories that these games seek to enable. These are largely left to the reader to figure out for themselves.
There's a few reasons for this - page count can be a big problem when publishing and these ideas are often seen as extraneous, it is often assumed that players will be genre/media savvy and able to construct narratives without any aids, but I think this is a bad assumption to make, especially if the goal is growing the hobby - we don't assume every reader has read an RPG before, we shouldn't assume every player is familiar with Red Herrings, properly structured Climaxes, particular kinds of characters and their roles in stories. There's also an issue with games aiming to be as generalized as possible - even when unintended many games tend toward the "You can tell any story with this game!" style of thinking, which isn't inherently a bad thing, but does create a number of assumptions.
This leads me to Platonic Sessions - I'd argue every game (even explicitly generalized systems) has a platonic session, a perfect game that exists only really in the designers mind during development. This session may change, it may be more than one session in practice, but every game has, deep inside of it somewhere, The Game that those mechanics and narrative choices are being designed for. Understanding what this platonic session is can be a powerful tool for a designer for a number of ways, but the reason it ties in here is because understanding the platonic allows you to better explain to the reader how exactly to go about crafting those narratives - by understanding that your cyberpunk game's platonic session involves, say, corp heists, you can better identify which tropes and beats to communicate to the reader - either via explicit means (a chapter on narrative guidance) or implicit means (mechanics, lore, etc).
Short games and Story games tend to be very very good at Narrative Guidance - either directly telling the reader "this is what you should do during a game" or being designed such that the only game possible is as close to the Platonic as you can get irl. They still tend to lack overt explanation of narrative design, but they still achieve fundamentally the same goal through implicit means.
About as close to narrative guidance tools most games get is including a list of influences, like movies and books and the like, that influenced the designer, or a preamble that roughly explains the same information. This speaks to me as a sign people understand the need for some kind of narrative guidance but simply telling people your game is inspired by Firefly isn't enough - what elements of firefly? what narrative beats and tropes does your game seek to replicate? Why? How can a reader best use your game to craft their own narratives?
Including more Narrative Tools in games would help build the hobby, help build up new GMs and give readers a wealth of information to have better games using your systems. Give it a whirl!