History building is an important factor of world building. History building is also pretty much the same as active story building, just that the writer is the one moving all parts and roles.
That isn't to say it's automatically on-topic though - I think it's valuable to consider whether we as a community want to assist in running worlds in the same way we do creating worlds. Personally I feel it can easily detract from the goal we have as a site, if we start mixing in people actively running their worlds. This is as a result a really tricky problem to think about.
The ease of parallel between "history" and "story" means we can transform these but I would suggest we not just do that in all cases. Rather, look at what the question is asking, look at the underlying problem, and ask, "Do I think this is a valuable thing for world building?" If the answer is yes, then we can use edits to help shape the question to be less about the story and more about the history. That is, assuming that the scope of the question remains useful on the site - something far too contrived or narrow may just not be useful for people at all.
Sometimes, or perhaps even often-times, that answer will be no. If someone comes in here asking about this huge political tangle caused by the players in the story, that's probably not something we want to deal with. Whether these players are operated by the writer alone or by friends in roleplay, there's a distinct difference between something being background data and something being active developments. "Player interference" can be an easy measure for whether or not something is in our comfort zone. "Event driven", as explained in Godric Seer's answer, is another key sign of acceptability. There's a difference twixt writing to produce a particular backdrop or setting, which is what we do here, and writing to allow for a particular event or dramatic structure, which is not what we do here. The line isn't a clear black-and-white, unfortunately, but it's one we would have to judge based on. I prefer salvage over outright shutdown but this I feel can easily lean more often to unsalvageable. As long as we don't stay blind to what can be fixed to something that we find useful in worldbuilding, though, I think it can work.