Well, I considered just saying "Autorun events and Transfer Player," but then I remembered that a while back, somebody asked me how you made a cutscene, and I'd created a bunch of screenshots.
So I hope by "Demo" you meant "A lot of screenshots you can study," because that's what you're getting.
Warning: I created all this over a year ago. There's a lot of little things that I'd do differently today from a directorial viewpoint, but it works fine, and this should get the idea across.
With no further ado, I give you: The Big Backstory Flashback Scene from Shana of the Ghosts.
First, we begin with the trigger for the cutscene. This isn't the intro to the game, so something has to start the whole thing off. In this case, it's a Player Touch event on a bridge tile that the player is going to step on when they first cross the bridge.
What all this means: The "Control Switch: Running Allowed OFF" is there because I'm using an evented system to allow the character to run. I just turned that system off, because Parallel Process events that use Set Move Route will interrupt other Set Move Route commands, ruining the cutscene.
These days, I'd have set the event to Through ON in the first place, but in this case I SMR'd the event to Through, changed the graphic to another party member, and then had it move out from the player to show them talking, and then moved them back, erasing the graphic, when they were done talking. After that, I have the party walk towards the edge of the map, and have the sky grow dark, using Change Screen Tone. (The screen will, in fact, be entirely black, letting me cover up certain things that I'm doing.)
Shot two is the rest of that event's code-- I included it to demonstrate an important concept in order of operations. First, I turned Self Switch A ON. As the third screenshot shows, after this, the event will do nothing.
After that, I used Transfer Player to move the scene to the campsite. It was very important that this be the
last command in the script-- once the player moves to another map, any events on this map stop processing immediately, including this one.
From here, we find the party camping.
This is an Autorun event on the new map. It will run automatically, not allowing player input, until told to stop, as soon as the player enters the map.
Note that I change the player's graphic (To one of Shana, reclining) before I bring up the lights with Change Screen Tone again. This is one technique to cover up those moments where I blatantly change the player's graphic for a cutscene. Also note that I don't Change Screen Tone back to normal-- this is camping at night, and I don't want it to be as bright as day.
Most of the rest of the code here is standard tricks-- I use Set Move Route to cause events to walk around, Show Text for dialog, and Show Animation for cute little graphics bits like sweatdrops.
I have a lot more of this, but I'm going to pause here, because this shows you the basic tricks that you wanted, including how to Transfer the player mid-cutscene.
If you really want, I can show you the other... uh... two dozen screenshots that are part of that cutscene, but it'd be a very, very long post, and this should be enough to get you started.