To add to Nicholas's examples: Knowledge checks.
I've seen many rule books ask that the GM only sees a roll, so that if the player rolls low he doesn't have that meta-game information when the GM tells him what he knows. It doesn't just have to be Knowledge skills, but any sort of knowledge; the gm rolls the perception checks so the players aren't sure if their perceptions are good or not...
Basically, a GM only roll would be a way to help remove meta-gaming. Plus it adds to the air of paranoia: you aren't sure how well you roll on that Appraise check, and, as far as you know, this gauntlet of +3 doesn't have any curses on it. But every time your wizard looks at you in that gauntlet, he cringes and turns away shaking his head...
Sure, it's a strain on the GM, but it's also a way to play the game. I, personally, would only use this tactic in certain situations, where the element of surprise to the players is key to the story-telling.