This is hyper tangential, so I’ll keep it to a single post:
I have an idea that concealing metaplot could in and of itself be a metaplot. An example from one of my notebooks I spitball RPG ideas in:
PCs are living in a community in what looks to be a post apocalyptic setting. They work to build up their community, scavenge the wasteland for helpful lost tech, and fight bandits and mutant creatures to protect themselves. The elders of the community are benevolent, but seem to be concealing something from the player characters, as they seem to suddenly produce vital equipment or knowledge when the community’s collapse is at risk.
Curious PCs would eventually discover that this is not actually a post apocalypse, but instead, an enclosed environment. In reality, the PCs are the latest generation in a project to terraform and restore a region of a world that was part of a planetary invasion from horrible monsters from the stars. The area the game takes place in was rendered a wasteland by biological contamination during the war to drive off the invasion, and the player characters are descendants of a group of people found by the planetary government to be immune to the contaminants. These people were forced into this by the government, and now, the “community elders” are actually officers of the government. They are flighty in nature because they regularly have to leave the zone via hidden tunnel to be decontaminated to prevent their eventual death.
Some of the drama comes from keeping the community going and working on terraforming the landscape, while the other half of the drama comes from the PCs eventually gaining this secret knowledge and needing to decide what to do about it. Do they continue their ancestors forced labor, or try and find an escape to rejoin society?