@faraday is totally right. She and I have different approaches to GMing. She's also a fantastic GM and I recommend people pay attention to her games and play them. She's probably the fairest and most balanced GM in the hobby, IMO.
On BS:U, she did scenes involving her players the right way. IF your character is in the scene, then you have to put them on equal footing in terms of screen time with the other players. She never made the scenes about her characters in the scene; her character just happened to be a part of the scene. She never railroaded her character into being the one who solves the problem, and never used scenes she ran involving her own character as vehicles for driving her character's agenda. She shared the scene and seemed very comfortable letting the room of players be the deciding factor.
Personally? If I have a character in the scene, I tend to put them in the background or not in the scene at all, probably because the temptation to make them important is real and I just prefer to avoid it as a means to mitigate the risks. That was my preferred method on Mutant Genesis.
So in that? It's good to write a story and have an idea how you would like it to end. You can plot out things ahead of time. Faraday isn't wrong at all.
My preferred way of inserting railroaded content, if needed, is to treat it like a cutscene. I tend to use a lot of movie and tv methods, because Stephen King said: Good writers borrow, great writers STEAL.
So, say I want to implement a bad guy blowing up a building as a plot element. I could create a story where the characters have a chance to stop it from happening, but if I as a GM need that building to blow up due to future plot elements for the group, I don't put the PCs in a position where they can stop it. The PCs will always want to succeed, so if I send them through hours of RP to keep the building from blowing up and then mandate that they failed, they'll think I'm a motherfucker.
So? STEAL. In this case? Batman: The Dark Knight.
Joker put 2 bombs, one on Harvey Dent and the other on Rachel. Batman thought he was saving one, but he saved the wrong one. Right?
So I'll have the characters storm the building and fight their way down to the hostages and what they suspect is 2 tons of explosives that they have to disarm. I'll have them fight down to the mini-boss, perhaps beat the mini-boss, rescue the hostages and find...no bomb. Instead they might find a TV connected to a camera feed that shows the ACTUAL target. They won! They beat a bad guy, saved hostages, and then go "ohhhhh shiiii-" as...
...the other building blows up.
Now the bad guy is the motherfucker and I get to unveil that later plot point without railroading, and have just made my players really hungry for finding that sonofabitch. Like Pro wrestling...I would have just made the players really invested in Macho Man beating the Undertaker at Wrestlemania. They didn't fail and I didn't railroad; I just gave them more plot for future gaming, and players mostly want to be invested in the story. So, in a weirdly sociopathic way, through the lens of the bad guy, I would have done just that.
I cannot understate the importance of great villains.