Not sure what you need here. This is fairly basic stuff, and if you read the tutorial, it'll help you.
However, since you have a specific question, I'll try and help out here:
So if the character completes a task, I can make it so someone (on the other side of the map or another map) pops out of no where so the the character can go on??
Yes. Let's look at a simple one:
The Mighty Disco Demon Lord Gibb dwells in his glitter-studded island fortress of Fifteefower. You want to go fight him, but you must cross the mighty East River to do so. Poking around town, you talk to a guy who owns a boat.
This guy is an event. (He's going to need at least two pages for this.)
The first event page has no conditions. You talk to the guy, he says "I can get you across the river, but I won't do it unless you can prove that you're strong enough to fight Lord Gibb! Come see me after you've killed six Villaj Peepul!" You'll also want talking to him to turn a switch on that says "Talked to That Guy."
The second page has the condition "Variable Villaj Peepul equals 6 or above," and includes the bit where he says "Your Rockabilly powers are indeed strong!" and transports you to the fortress of Fifteefower.
(If you like, you can insert another page between the first two, where he keeps track of how many Villaj Peepul you have defeated, but that's another issue for later.)
Anyway, you then have to go defeat six Villaj Peepul. You can either have them be wandering around on the map, clearly visible, through events that only show once you've talked to the boatman, or just have Villaj Peepul in random encounters.
Assuming you pick the latter approach: Include a battle event in any Troop containing Villaj Peepul. This event would have a conditional branch that checks the "Talked to That Guy" switch, and if it's On, it'll add one to your Villaj Peepul count. (You'll want to make this event run on turn 0, and only once per battle)
Now, whenever you face the feared Villaj Peepul, the variable "Villaj Peepul" will increase by one. When it reaches six, you can talk to the boatman, and the Final Duel of Rockabilly versus Disco can begin.
Was that reasonably clear?
Or was that too seventies...?