Nice links, especially in the last message by AgingMinotaur. There must be a way to use them for procedurally generated stories. As a strating point, one can take some story they know well, and try to break it apart, describing it in terms of those typical narrative elements. It may help to see how to connect the pieces: 1) how to describe characters, objects, places, 2) how to connect the events - some sort of graph, a linear timeline of events? 3) how to take into account the personal development of each character, and how it may affect the story?
Even though it may be irrelevant to the topic, it seems to me that roguelikes usually take a bit different approach to procedural stories, at least if we look at Dwarf Fortress or URR, their authors start by creating a rich context, in which the story should (hopefully) emerge. Of course, it's not an entirely contradictory approach, but it seems more suitable for the roguelike genre, which does require this procedural world anyway. Then the story is built on top. I don't know exactly, how world generation / simulation works in Dwarf Fortress, but it seems that the history events and the map generation events interweave, so both the world and the story develop simultaneously.