Yes. But no GURPS game will teach you everything about GURPS.
GURPS should be viewed as a toolkit, not a final RPG. GURPS has many detailed systems that build on the core rule set. A GURPS GM is expected to select from these systems when designing a game.
Compare this to a specific RPG like DND or Shadowrun. The level of details in the mechanics are specifically tuned to high-magic high-fantasy or gritty fantasy-cyberpunk, respectively.
For example, games focusing on highly detailed martial combat will prefer advanced rules in GURPS Martial Arts. Games with a focus on shooting tactics will benefit from GURPS Tactical Shooting. And there are many magic and power systems that may or not be appropriate.
Even the GURPS skill system are advantages/disadvantages are modular and should be curated and designed for the campaign at hand.
No one GURPS campaign will ever teach a GM all that there is about GURPS. But it will teach the basic ideas and mechanics. When it comes time to start a different game, the GM should select the appropriate mechanical systems for that campaign.
For more on guidance on GURPS as a toolkit, the Mook's book "How to be a GURPS GM" is very good reading.