The gui layer will auto resize itself to fit the first game window, if you're not touching it in code. To draw on the gui layer, the top left of the screen is always 0,0 and the bottom right is always the width,height of your gui layer. This is different to the normal draw event. As an example, let's say your room width and height are 5000 by 5000 and your camera width is 1280 by 720. You position your camera so it is in the center of your room, and you want to draw a sprite in the normal draw layer in the center of the camera. That code would be x = room_width/2 and y = room_height/2. However, the code for that in the gui layer would be x = display_get_gui_width()/2 and y = display_get_gui_height()/2.
Now lets move the camera so that it's in the top left corner of the room. You won't be able to see the sprite you're drawing in the normal draw layer anymore as room_width/2 (5000/2=2500 in this example) is to the right of the camera display (remember the camera width is only 1280). Same goes for the y coord. However, using x = display_get_gui_width()/2 and y = display_get_gui_height()/2 in the gui layer will mean that the sprite being drawn in the gui layer is -always- in the center of your camera, regardless of where the camera is positioned or the size of the room.
If you draw something at x = 0 and y = 0 in the gui layer, it will ALWAYS be shown in the top left corner, if you draw something at x = display_get_gui_width() and y = display_get_gui_height(), it will ALWAYS be drawn in the bottom right of the screen, if you draw something at x = display_get_gui_width()+100, it will NEVER show because it is outside the bounds of the gui layer. Basically, the gui layer is completely separate to both your camera and your room coordinates, it won't move with your camera and you can always treat 0,0 as the top left and display_get_etc as the bottom right, so you just have to figure out what the actual screen coordinates would be for where you want to draw and then simply draw there, don't bother trying to adjust for where the camera is in the room.