RemoveRPC after game has ended.

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I am making a free roam game where I want mini games to have AllBuffered RPC calls so anyone that joins mid mini game will be able to take part. After the game is over I want to remove all the stacked Allbuffered RPC calls because they are no longer needed. I understand there is an RemoveRPCs function but I'm not sure how to use it. Here is some sample code that keeps a variable for a player in sync....
if(timeHeld > 0) {
            kingCanvas.fillAmount = timeHeld/timeToWin;
            if(timeHeld > runRPC && PVisMine) {
                Debug.Log("Syncing Time Held");
                this.GetComponent<PhotonView>().RPC("RPC_SyncTimeHeld", RpcTarget.AllBuffered, timeHeld);
                runRPC += 5.0f;
            }
        }

So every 5 seconds I make sure the variable is in sync. How can I say in my GameOver function to stop worrying about buffering the RPC_SyncTimeHeld function?

this.GetComponent<PhotonView>().RemoveRPCs() ???