In "Power Grid" (a power plant building game) the turn order is recalculated every round based on how well the player is doing, with the players doing worst getting more chances to bid in power plant auctions and being first to buy on the fuel market.
In "Flamme Rouge" (a cycling-themed game) a 'drafting' mechanic means the leading player has to add 'exhaustion' cards to their hand, much like riders in real races try to slipstream behind the race leaders.
In "Suburbia" (a city building game) victory points are 'population' but as you move up the population tracker, you cross red lines that reduce your income and reputation.
In 'Trans-America' (a railroad-building game) points are scored by connecting cities, and it's easy for a naive player to connect 4 cities before a lucky expert player connects 5 and ends the round. This creates the impression of a close game as the best and worst players will be within 20% of each other.
And of course, the other option is: A scoring system so baffling and opaque, nobody can work out who's in the lead until the calculators come out at the end.