Page 29 of the PDF mentions
Don’t cheat the other players. While you will be playing the role of
their adversaries, you are not their enemy. Everyone is in this
together, and the players must trust you.
Don’t monopolize the story. Ask the other players about their
characters and what they are up to. Make sure that they are active
participants. More than that, make sure they are the driving force in
the story. This can only be accomplished if they are doing things.
Page 30 of the PDF mentions
Don’t be unreasonable. If players have good explanations for why they
shouldn’t have to make as many pulls, listen to them.
The context of this latter quote is about character motivation, but this might apply in your game.
Most important, this quote from page 30:
So any time the game hits a lull, you can give it a kick start by
requiring a pull. Of course, this pull must represent something
happening in the game.
Now, your GM might or might not have given you enough hints about what happened. I've certainly had games where I thought I was relaying enough information about the environment, only to have players tell me they wanted to do stuff that was physically impossible with the situation as I had narrated. But if you're correct, I'd say no, your narrator did not tell a good Dread story. He didn't make you pull based on something happening in-game, he didn't make you the protagonists at those points of the story, and you didn't get to explain why you shouldn't have had to pull.