Andrew Vanden Bossche from GameSetWatch has article about storytelling through cutscenes or text exposition, and the often-superfluous nature of stories told in this manner. Good article:
http://www.gamesetwatch.com/2009/09/column_design_diversions_press.php
Shamus has a nice article where he defines "procedural content". He points out that there can be a difference between procedural content and "totally random content", and writes that Fuel does a nice job of having procedural content that is driven by an artistic designer. Having never played Fuel, I can't comment on that, but I did like the article:
http://www.shamusyoung.com/twentysidedtale/?p=5134