gameObject.SetActive doesn't work

So I have this Text that I want to enable whenever something happens, but It doesn’t trigger the text.
But If I have this same text enabled and try to set it to FALSE it works.
something.SetActive (false); // WORKS when the object is enabled manually.
something.SetActive (true); // DOESN’T WORK when object is disabled.

@getyour411 I’m using the script on a different game object that has nothing to do with the gameobject I want to enable. I’m following the unity tutorials and tried to copy the whole code and I get the same error.
CODE:
public class GM : MonoBehaviour {

public int lives = 3;
public int bricks = 20;
public float resetDelay = 1f;
public Text livesText;
public GameObject gameOver;
public GameObject youWon;
public GameObject bricksPrefab;
public GameObject paddle;
public GameObject deathParticles;
public static GM instance = null;

private GameObject clonePaddle;

// Use this for initialization
void Awake () 
{
	if (instance == null)
		instance = this;
	else if (instance != this)
		Destroy (gameObject);

	Setup();

}

public void Setup()
{
	clonePaddle = Instantiate(paddle, transform.position, Quaternion.identity) as GameObject;
	Instantiate(bricksPrefab, transform.position, Quaternion.identity);
}

void CheckGameOver()
{
	if (bricks < 1)
	{
		youWon.SetActive(true);
		Time.timeScale = .25f;
		Invoke ("Reset", resetDelay);
	}

	if (lives < 1)
	{
		gameOver.SetActive(true);
		Time.timeScale = .25f;
		Invoke ("Reset", resetDelay);
	}

}

void Reset()
{
	Time.timeScale = 1f;
	Application.LoadLevel(Application.loadedLevel);
}

public void LoseLife()
{
	lives--;
	livesText.text = "Lives: " + lives;
	Instantiate(deathParticles, clonePaddle.transform.position, Quaternion.identity);
	Destroy(clonePaddle);
	Invoke ("SetupPaddle", resetDelay);
	CheckGameOver();
}

void SetupPaddle()
{
	clonePaddle = Instantiate(paddle, transform.position, Quaternion.identity) as GameObject;
}

public void DestroyBrick()
{
	bricks--;
	CheckGameOver();
}

}