I was introduced to this kind of play with Robin Laws' excellent Feng Shui RPG. It hasexplicitly incorporates this kind of "light" player narration (as opposed to full co-authorship as is common in indie RPGs today). I still use it as training wheels to help people get into the mode of improvising. In Feng Shui, not only is use of tactically-correct battlemats contraindicated, but you're encouraged that if you are, for example, in a fight in a pizza parlor, to just say "I snatch up a pizza cutter from the table and cut the fool attacking me with it" without having to ask the GM or roll for the pizza cutter. If it makes sense and is genre appropriate it's fine. In fact, in general I tell people they need to man up and improvise it themselves because I'll say no! "If you ask me how high the helicopter skid is, I'll say 'too high.' If you say 'I jump and grab the helicopter's skid,' I'll say 'roll it!'" That breaks them of the mother-may-I syndrome, which slows down the game.
Just Say No!
In fact, in general I tell people they need to man up and improvise those kinds of things themselves because if they ask the GM I'll say no! "If you ask me how high the helicopter skid is, I'll say 'too high.' If you say 'I jump and grab the helicopter's skid,' I'll say 'roll it!' If you ask me if there's a pizza cutter within reach I'll say no..." That breaks them of the mother-may-I syndrome, which slows down the game. Having to say no once in a while is less time spent and more empowering.
Run a One-Shot To Introduce the Concept
With my current play group, I ran a one-shot of Feng Shui before launching into a longer campaign to train them on the mode of play. This gave them an opportunity to experiment with limited narration in a safe short mode environment. Then when we started a longer game in a traditional game system, the techniques port right over. You can use another game, just make sure it's yielding the type of narration you want - if you go too far into indie land then you'll get your normal D&D players saying "I declare the lich king is my long lost aunt and he's really after the strumpets on the moon!" Which (Fun fact: on Golarion the moon is full of strumpets, for real.) Which is fine if that's the kind of game you want, but that's not this kind of limited-narration environment which remains sim/immersion friendly while still getting a lot of the benefits of a narrative game.
Mechanics to dictate this are not needed and in fact I find them to be intrusive and harmful. The goal of limited narration is to be able to improv; if you have rules ot'sit's not really improv-ing.. Whenever I have to shepherd currency (like FATE points) to do something cool, or make a roll separate from the roll I was going to make anyway to do a stunt (like the rolls for improvised aspects mentioned in the comments), that's lame because it 1) brings in more metametagaming, taking away from the character immersion and 2) takes away from the velocity of the game, which limited narration is intended to increase.
In D&D 2e, I had a halfway mechanic that worked - a Luck stat one would roll to see "if there's a pizza cutter". This worked in that campaign only because it was a very, very gritty low power sim game. I wouldn't use it in a normal power game and would just go to the "yep, if it's not dumb you've got it" model.
Though be careful of trying to over-mechanize it like Exalted does as described in @SimonGills' answer - I remember playing Roanoke, where you get a +1 per descriptive word you use on every action, up to +5. It led to some pretty sad results,as people just strung together tortured 5-adjective strings to get the bonus since the rules rewarded "5 words" instead of the desired result of "a cooler game." I prefer just "that's cool you get the +2 bonus" or not, when you start trying to over-define it it turns into a rule to lawyer instead of an improvisation to add to the story. Also, our stunt level is usually at their +4/+6 level - "I scream and hack at the orc" is expected in decent RP, not bonus worthy.