Place your guy facing the right direction. (Down the hall)
I am assuming he is around the corner where your player can't see him standing still.
Then when you get to the trigger he will run down the hall.
This makes him visible to player when he runs past the junction of the hallways.
If I am imagining this right, you just want to see him run past, but not be able to catch him.
Try this for your Runner's AIMAIN...
;Artificial Intelligence Script
;Header
desc = Sprint and Die
;Triggers
:state=0:state=1
:state=1,activated=1:movefore=2,animate=5,timerstart
:state=1,timergreater=3000:state=2
:state=2:runfpidefault=2
;End of Script
This example makes the character (once activated) run for 3 seconds then destroy itself.
Simply adjust the timer and/or character's speed to compensate for the length of hallway.
Hopefully he will have already destroyed himself before your player gets to the corner of the hall.
All the player knows is that guy was fast. (set the entity's speed to 400 or so..lol)
I didn't test it, so let me know if it works.