I'm probably not the only one to come across this problem. Sometimes in a long sequence in a single event, when you tell a character to move, it only moves one tile, and the event continues. This can be annoying as hell. If you find this happening, he's a small temporary solution.
The event you're telling to move. Add a page and mark the Trigger as Parallel Process. Under Autonomous Movement, tell it to follow a cusom path. Make that path the exact path you wanted that even to follow at that time. (make sure the "Repeat" box in not checked) Set the page to happen after a switch is set. In the original event, take out the piece where you move that event and in place, tell it to set the switch that triggers that event to move. Problem Solved. Well, most of the time anyway.
The OTHER annoying one, can be where you tell the HERO to move, but he only takes one step. This one is a bit more annoying. What you CAN do it put at the beginning of your event to tint screen black. change Hero Graphic to NOTHING, and move hero to the side. Set a switch. Then Un-tint. Set an event where the hero once stood, and make the sprite the same sprite the hero had. Now do the same thing with this event that I told you to do above. Don't forget to re-tint and set hero graphic back to the hero at the end of the event, then un-tint it again.
Again, this is a rather annoying solution to the problem. If anyone knows a better one, then please DO reply and tell me.
Speaking of events, before I end this, I want to mention one thing noobs don't really understand. To make an event stand still, but STILL animate, you need to press the "Stop Animation" button. It may not make sense, but it does. This animates it when it's NOT moving from tile to tile.
And one thing that always got me was the speed. If you want a person to move steadily, then the FREQUENCY must be set to HIGHEST. The SPEED determines how FAST it moves, or how FAST it animates. Now your moving people won's take a step, stop, take another step, stop again, and so on.