While the particular principles of Apocalypse World are idiosyncratic to that game, I think the broad idea of making such a list is sound. When GMing, it's easy to get lost in a back-and-forth of things, and a bullet list of ideas is a good reminder of what you want to do and how you want your game to run. This is a first draft of my own set of ideas on how I run and things I'd like to make sure I do when I run D&D.
- Make a balanced world, and then throw off-kilter weirdness into it.
- The hidden parts of the world contain danger and wonder, often side by side.
- Don't go out of your way to kill PCs or to save them.
- Don't fall in love with your own creations.
- When it drags, drop a clue or up the stakes
- The world goes on when the PCs aren't there
- Run with good ideas from the players
- Always offer meaningful choices
- When in doubt, roll on some kind of table.
If you've read this far, I'd be interested to read your own list of principles for games you run.