There are two ways that seem to be relatively easy to understand.
The first is the built in timeline functions in gamemaker and the other is a counter that uses switch(case) structure.
Timeline:
This is what I first used but I found it frustrating but it might be easier to understand. Create some random timeline and name it whatever you want (tl_miku01 or tlMiku01, whatever) and then create some object (for the sake of it will be obj_miku) and in the creation event of the object and do something like this:
(https://puu.sh/gVfwU/c49f3f124a.png)
What this does is it will run the timeline in order per frame.
In the timeline you can click the button with a big green + sign called Add. This prompts a menu to select a moment in the timeline to add something to it.
0 = first step in the timeline
500 = 500th step in the timeline (or 500/50 seconds after the timeline starts)
(https://puu.sh/gVfKT/0b7b2153ff.png)
Stepcounter:
After receiving information and being dumb for a while I found this way to make avoidance with some advice from bmx since I never thought of it like this. Specifically this makes it easier to see what you're doing and is much easier to copy and paste / organize properly.
In obj_miku, create a step event where you have a variable called STEPCOUNTER ( name is whatever you want but this is what I use) and increment it by 1 at the beginning and do a switch(case) structure for choosing each moment.
This works the EXACT SAME WAY (this way starts at 1 for reference, and the other one starts at 0 but this is whatever).
(https://puu.sh/gVfY7/90a7e947f6.png)
There might be more ways of doing it but I don't know them and it's all preference at that point.
Use controller objects to do more of the spammy stuff every frame for sake of time and how much you have to type.