Hi,
ok, I have done a test and it works fine. see below.
Can you tell me what's different in your setup? for sure it's always best to define a quaternion using QuaternionEuler Action or based of a GameObject Transform in the world, it avoid potential gimbal lock, in which case simply use slightly off value, don't put 90, but 89.99, don't put 0, but 0.001 when you define quaternion target within QuaternionRotateTowards.
Let me know if you want me to send this scene.
also, for this kind of stuff, you are better off using some proper tweening engine, iTween is by default shipped with PlayMaker, and you simply use RotateTo, it's one action and it does it all for you, instead of 5 for manually quaternion manipulation.
Check this if you want to use tweening:
http://hutonggames.com/playmakerforum/index.php?topic=14528.msg67534;topicseen#msg67534 Bye,
Jean