I’m prepared to make the argument that this is part of what separates good GMs from inexperienced GMs for role-playing as well. A good GM presents choices that direct the future of the story. The plot unfolds based upon player choices, even if they are unexpected. An inexperienced GM seeks to entrap players with consequences that suggest that they “should have” done what the GM expected them to do all along. Its a “read my mind” style of GMing that comes from a power trip, not an actual interest in developing story. These styles of games have pre-determined outcomes for choices and story points. They are the worst kind of rail-roading. Striking a nerve? Good. Nobody said you getting better would be easy!