No mechanics can force a GM to do anything. GMs can always do anything they want. If the dice say something that GMs don't like, they can make it happen as the mechanics say, but then handwave away any consequence right after that. Or just decide that they don't use the mechanic in their game. Or say the dice came up different than they did.

There are plenty of games that do such things these days, but I think if the players don't trust the GM, the campaign is already past salvaging. The assumption that the GM is working with the players to provide them an enjoyable game is the very foundation of all RPGs. A GM that need to be reined in is a lost cause, and mechanics don't help at all.

How to use favors and the intended structures for vampire politics is not sufficiently explained. RPGs certainly need to teach how the game is meant to be run. Which almost none of them do. Which is what I've been crusading for for years.