Try putting the thank you, remove party member event in the first event. Or, maybe ask yourself do you really need to do the map transfer in the first place? Many times there are ways around it, especially in this case.
@Andar: I can see that. When I use it it is for things like adding a tint, a fade in/out (fade in after the transfer, and after the tint), change the music (maybe the map has different musics for different parts of it), and sometimes a player comment or two ("Where did the floor just go?" or something like that). Those have no issues. Where I imagine an issue would arise is the new map would be unable to execute events from the old map, so anything related to that will not run. I'm assuming that is what you mean?
@angelique: Maybe you could try my solution? If you really *must* do a map transfer, add one to a variable before the transfer. Then, on the new map, set an event to autorun when that variable is >= the new value, and run the rest of the event. Once it is done, increase the variable by one more, and make page two nothing, with the condition variable >= the now increased value. This should turn off the event.
This does cost you a variable, but if you are using one for plot flow (recommended) or NPC flow, you could easily set one for the plot and/or NPC's.
You could also do the same thing with a switch, turning it ON with the transfer, then back OFF when the event is done (best if the event might repeat).
I'm on a public comp, so cannot show a screenshot to show what I mean. Maybe someone can clarify?