This could be done like the narrative games run but instead of periodically getting control of the story, you periodically get ahold of the rules and can make changes. You'd just have to accept that sometimes the rules would just be way out of wack and produce unexpected results as they were being changed.
I think my first rule would be "I'm not the GM for this game." so my head wouldn't explode trying to keep up.
The reason I like listing all the rule options is so that you don't get into the state where there is no longer any game. No one can say "All dice rolls pass" unless you have that in the list. By controlling the list carefully, you can have lots of different rule combinations (some deadly) but nothing that means the RPG is unrecognisable as one. FLUXX, for example is still a card game, even after you've played a load of rule changes.
I think to add to your idea (to draw from flux) would be to have it where player actions can and will turn said rule options on and off....that fighter may have scored a critical hit, but now water is toxic...........
Time Fly's like an arrow! Fruit Fly's like a banana!
One thing, and I'm not sure if someone else suggested this or if it's just me, is to have a ton of ways to change the rules that can themselves be changed. Say, for instance, 20 different rules that toggle random (or chosen) rules. The one problem of doing this is that you do have to explicitly state that there should be at least one on (or not, if you enjoy having one system forever after some initial chaos).
Kyle, Head Honcho of Loreshaper Games
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