I'd use a variable. The 1st entrance would increment that variable, and, depending of the value, I'd fire different events, so the trigger can reach different states.
Now, to disable yout GUIText, you can simply set the GUIText with an empty string, if you would need it afterwards, or, just use de 'Activate GameObject' with the 'activate' check set to false, so the GUIText's GameObject will be deactivated.
Hope that helps.