Twilight Sparkle: "Singled out alone"... That isn't enough... But together... through our friendship...
(beat)
Twilight Sparkle: *I've got it.*
DM: You... do? Well, congratulations. Would you like to share with the rest of the class?
Twilight Sparkle: Oh, I'd love to! At great length. But instead of lecturing about it first, I think it's best that we give it a try together.
DM: You *don't* want to give a lecture...? I was bracing myself and everything.
It's hard to sustain the Eureka moment when you feel compelled to run everything you just thought of by the GM for accuracy or feasibility. Which puts it at odds with most other storytelling media.
Oh boy! I hope The Speech will be as touching and as well-reasoned as the Big Talk near the end of episode S1E2, where Twi explained the nature of The Spark!
Boy, did you not write something in the author notes that has been in my mind for a long time now. I'd like to point out though that there are games designed to allow the sort of spontaneity that fiction is built upon by baking it into the very mechanics of the game (like PbtA and it's myriad clones). Those games are usually more loosey goosey with the role of the GM than D&D is though, and often tied to one specific kind of narrative framework to ensure things click.
I don't think this is Unspoken Plan guarantee, so much as "I want to save time by not explaining the plan in detail beforehand, besides it will make better sense as we are actually doing it, anyway."
Especially that latter point. Plans like this can easily be overthought and/or misunderstood, then objected to and halted on that basis, when in truth if the actual (not overthought and/or misunderstood) version of the plan was just enacted, it would work.