IMO, you should create a new class, let's call it Stage along with a new StateGroup, and move the render target binding/clearing to it (now the Effects state group will only bind the hardware shaders and set default shader values).
In my renderer, models can have more than one RenderItem (draw call/state groups pair) each one is assigned to a Stage. Example: the RenderItem assigned to the Shadow Mapping stage doesn't need the material state group to be executed)
As you can read in this topic, the renderer has multiple buckets (lists of RenderItems) each bucket is associated with a Stage. Before rendering the renderer goes through the Scene (a list of model instances, etc) finds all the model instances and puts its RenderItems in the appropriate bucket.
Then Stages are executed according to the order defined in the renderer_config file: the bucket associated with each stage is sorted (if needed), the state group of that stage (containing the render target clearing/binding commands) is submitted and only then the RenderItems inside the bucket are submitted.