Sooo, you want the map name to appear when you enter a main area, but not when you are already in that area and enter from a 'sub-area' like a house within the zone?
If you want to do it the way you asked then::
>Create a Switch for your map. I don't know, we'll call it 'Switch:Map001'.
>Now go to your Transfer Event commands that lead into the map you want the name to appear on. (For instance if you leave a forest to enter this town, then go to your transfer events in the forest map that lead to this town map) But don't go to the ones from the houses into the town map.
>In those Transfer Events, include (somewhere below the Transfer Event Command), 'Turn Switch:Map001 ON'.
>(Ok breather:: This means now, that the transfer events that lead from an area into your town map will all turn on the switch we created so that when we enter the town, Switch:Map001 will be on.)
>No go to your town map and create a new event on it anywhere.
>Make this event an Auto Run or Parallel Process.
>In the top left check on if there's a switch that needs to be on to work. Check it and select your 'Switch:Map001'.
>(Breather:: This means that upon entering this map, this event will only be activated if Switch:Map001 is on and then automatically performs some event commands)
>Ok now in the event commands, make a Text Event Command and write the name of your map or whatever.
>(Quicky:: If you want the player to press a button to make the text box go away, then skip this next step, if not, then read it)
>At the end of your message inside of the Text Event Command, type " \.\.\.\.\.\.\.\.\.\^ " (Yes that looks weird) " \. " means that after the message appears, it'll freeze for a fraction of a second (since there are more than one, it'll freeze for like a second or two. You can experiment with how many of \. you need) The " \^ " at the end of a text command means that the message will automatically close itself without user input. You only need one of those.
>Ok now that you have the Text Event Command in there, create another Switch Event Command. In this event command, "Turn Switch:Map001 OFF".
Ok done.
Those are the only two event commands you need in that parallel process event. It'll play your message then turn the switch that turned it on, to off. Since the switch is off now, then the event won't process anymore until the switch is turned back on. Now if you don't want your houses and whatever to play the message when you enter a town, then make sure that you don't include the "Turn Switch:Map001 ON" in any of the transfer events from the house to the town map.
Also, to do this on another map, you'll have to again create a new parallel process or auto run event with the same conditions but with a different text box message. (You can reuse the same switch)