People wouldn't generally see a link between programming and storytelling but if programming involves taking a user through a guided experience using code, it's fundamentally the same. At its core, programming would involve a colorless and purely logical experience. But it's still an experience. Graphics and sound would tend to make the storytelling process more evident. In the case of game development, the storytelling process is probably clearest. But even where a programmer is just composing a sequence of commands to be repeated, potentially endlessly, that series of commands is nonetheless an experience. Optimization is likely the highest goal, to be the fastest and most efficient. So the experience they're crafting is one of ease for the end user. The end user wouldn't worry about their machine overheating due to inefficient code nor would they wait needlessly for the machine to complete its task. We want to build a software that most empowers programmers to script stories. We know the end of our story is the creation of that software. We'll take great care to reconsider the means in working toward that end.
Timelines are often used in novel writing. For example, the timeline workflow in Manuskcript. The concept can serve a similar purpose in writing historical articles but would probably hinder writing math proofs or technical manuals. For an editor, the feature should be accessible but hidden by default.