Suppose you're writing a passage like this:

The door opens into a narrow sloping corridor which leads into another chamber. The walls are covered with hieroglyphics, and there are three clay pots standing on top of a stone table. Will you:

Lift the lid of the white pot?Turn to 14
Lift the lid of the black pot?Turn to 156
Lift the lid of the red pot?Turn to 183
Walk through the chamber to the archway in the far wall?Turn to 20

(Ian Livingstone, Temple of Terror)

Lifting the lid of one pot shouldn't preclude the protagonist from lifting the lid of another afterwards — assuming, of course, that the pots don't kill the protagonist (which, unfortunately, they often do in these kinds of gamebooks). The <<actions>> macro shows the reader a list of choices, excluding any he has already seen. You can combine this with the <<display>> macro to implement the passage above:

Pot Chamber
The door opens into a narrow sloping corridor which leads into another chamber. The walls are covered with hieroglyphics, and there are three clay pots standing on top of a stone table.
<<display "Pot actions">>

Pot actions
<<actions "Lift the lid of the white pot" "Lift the lid of the black pot" "Lift the lid of the red pot" "Walk to the archway">>

Lift the lid of the white pot
There are chocolates inside! And they're delicious.
<<display "Pot actions">>

Lift the lid of the black pot
There's licorice inside. You've never been that much of a fan, but maybe someone you encounter on your quest will like them.
<<display "Pot actions">>

Lift the lid of the red pot
It's empty! Looks like someone got here before you did.
<<display "Pot actions">>

Walk to the archway
You continue on your brave quest...

The reader can open one, none, or several pots in the room before proceeding onward. Make sure you have at least one choice that does not lead back to the <<actions>> macro. Otherwise, readers won't be able to continue.