Real-time text adventures could be good: Warcraft. Zombie games. Magic: The Gathering (normally turn-based, but could be real-time).
Also, how do you organize the writing process and manage mapping? Do you write a synopsis first and make a visual map of the rooms, or do you write directly from your heart?
Both. Although I think you'll be hard pressed to find those who admit they "write from the heart". Maybe "from the head". Intuition is a hard sell these days. Structure is kind of important, as far as productivity goes. That said, you can wing just about anything.
I think there is a difference in what is required for "interactive fiction" as opposed to RPGs. Interactive fiction has a history - those who are into it expect certain functionality and conventions. RPGs are so varied and different that, although they too have certain conventions, there is less pressure to conform. RPG players expect that reality will be rolled up into tidy little sub-systems, whereas IF players often demand a cloning of reality.
Base RPG:
[list]>attack monster
You hit the monster for 10 HP. [/list:u]
Better RPG:
[list]>attack monster
You swing your sword at the monster; blood erupts from its shoulder.
>look at blood
I don't see 'blood' anywhere. [/list:u]
Interactive Fiction:
[list]>attack monster
You swing your sword at the monster; blood erupts from its shoulder.
>look at blood
It's gushing from the shoulder of the monster, and covers your sword. Small blotches dot the cave floor, and there are speckles of red on your armor. [/list:u]
The point is that you've got to cover every base in IF; in an RPG you are free to leave some things un-described or inconsistent. Gamism mocks verisimilitude, while IF is forever courting it.