Two smart posts over at Steve Gaynor's blog, Fullbright.
The first is his thoughts on 'storymaking'. I think it's a pretty good overview of the different levels at which the player is making his own story. I have a long comment (not approved as of this posting) that breaks down some of my own thoughts on it. If I have time, I'll write that comment up as a post here in much more detail to try and get at the heart of what I'm saying. In any case, if you're interested in the modes of player-authored story, get over there.
The second is a solid overview of FPS encounter design - in particular as relates to FEAR and FEAR 2. I have not played either of those games, but he generalizes his thoughts on FPS encounter design and offers some clearly stated rules of thumb that I think any FPS level designer should be familiar with. I don't mean to be condescending when I say that the post title is approporiate - it is the 'basics' of FPS encounter design and I don't think experienced designers will learn much, but it's short and clear and concise - so a useful reference even for the old pros, because so many people have now written books hundreds of pages long that can barely get to the points Steve makes in 4 paragraphs.