Yes, that was fun. I should do another one.
Stampman49, I am not sure how many rules you want to use in your 'shared storytelling'. Sundered Land, as mentioned above, relies on outside decisions --from other people and from dice-- for how many things go.
But the 'player' is the one who decides when to ask questions (like 'who is he' and 'who will rescue me'); and gets to decide what the question
is so 'who will rescue me' heavily implies that someone will, in fact, rescue you, so you have some control. The other people could answer 'no one' but that might be going against the spirit of the game and the question. Or they might answer 'you must rescue yourself', which adds up to much the same thing but is more positive. They should
not answer 'you don't get rescued, you have to stay', since --while it could be fun-- that is not the premise of the story you set up.
Sundered Land is designed to be played on a public forum, with most of the questions being asked to anyone who comes along.
If you are wanting something similar, but designed to be played between a smaller, selected group, the authors (the Bakers of Apocalypse World fame) have another set of games where you ask specific friends to join you in telling the story. Take a look at
The Wizard's Grimoire. I have not actually played this, since it explicitly says to stop reading at a certain point and going beyond contains spoilers, and I worry that the Volunteers will get spoiled as well, meaning I have not asked anyone to help me play it, as they might not be able to play it themselves afterwards (I don't know, it's a conundrum).
There are also many 'cooperative' or 'GMless' games, if you want something more balanced between all the parties.
Ironsworn, and
Dream Askew and the many BoB games it spawned come to mind.
Again, though, these have a similar number of rules to any RPG, they are actually RPGs and not 'story games'. The 'Story Games' definition has becomes bury, but you can look into that concept if you are not wanting as much structure as an RPG gives.