Are you familiar with the story of Isis?
She actively put the safety of the universe at risk in order to get Ra's ren, what we would call his "true name". When she received it, she became the most powerful deity in the pantheon, mastering magic, cosmological power, political power, and healing almost to the point of being able to restore the dead. Later interpolations presented this as her getting this power solely to pass it on to her son Horus (especially with the whole "Ra-Horakhty" thing, since Horakhty was Horus in the aspect of the rising sun), but as best as we can find in the early texts, there is no special association with her wanting to power up her son. She did it out of ambition, a thirst for knowledge, and certainty that she was the correct choice for that power. Because she spearheaded the development of mummy embalming, she was also seen as a psychopomp, a deity responsible for guiding the dead to their rightful place, and for keeping the dead in their rightful place. She was frequently invoked both as a shield against ill fortune or ill health, and as a guiding star when escaping from such things. Fate, Death, Life, Magic, Power.
That's who your Egyptian Raven Queen is. It's Isis.
Which, I mean, that's sort of the point I've been trying to make here. Even many things that seem profoundly irreconcilable often are very reconcilable indeed....if only you're willing to do some digging. For my players, I am always willing to do that digging. And that's why they trust my judgment, accept my rulings, and eagerly participate in my games. They don't need to accept on faith that I'm doing this for them. They can literally see it, week in and week out, in my actions.
The GM must earn their players' trust. They don't deserve it just because they declared they were going to sit behind the screen. All that? All the hard work and careful preparation and improvisational acumen? That's just what permits them to sit behind the screen. You want trust as a GM, you earn it, by actually showing your players that it makes you happy when they're happy. By actually showing them that your goal IS their happiness--not that your goal is your own happiness, with the coincidental side benefit that it might make a player happy.