I have seen many game companies provide patches for DLC built into the main game, and then establish connections within the game based on the presence of said DLC being unlocked. The abstraction can be as simple, or as complicated as your imagination would allow. I would choose the in-game lockouts of areas, with confirmations before entry based on a steam DRM check. This would allow for easy inclusion of new areas. A highly versatile, and useful method of abstraction that would provide a layer of security using the steam api. If you're having trouble accessing the steam api dll files, see the required Ruby documentation for creating dll files that will run within the RPG Maker.
You can conceal data in countless ways normally, however in the RPG Maker games, I wouldn't expect to get an in-game store running. There are too many cheat devices, and programs that can extract the overall structure of "encrypted archive" versions of the games. You would more likely than not see leakage, but the leakage would be much smaller if you use a dll lockout tied into the steamworks api.
I would suggest targeting choke points of interest, and story points to require certain checks to be accessed. Running an invisible check against steam, and verifying with steam the DLC is unlocked properly. This should also apply with steam in offline mode, if you correctly abstract.