I don't have any specific "great ideas," but I will say that I have run the short adventure in the back of the
DMG like 5 times now, and every time the players really enjoyed the session. It's super-light on RP, but it is easy (until the end) which lets them get to know their powers and trounce some guys, and then it's hard at the end and gives them a real challenge. Just be generous with allowing people to take rests and extended rests so they can try things out several times. But I'm sure I'm not telling you anything you didn't already know.
Otherwise, general GM advice works well: use cards or a whiteboard or something for initiative to keep battles moving quickly, make sure no one "calculates each time" but instead has all their stuff written down and pre-calculated, encourage folks to roll attack and damage at the same time, etc. One negative thing you tend to hit more often with 4.0 is that battles can be slow sometimes (especially against solos), so anything to speed them up is good.
I just read in another thread the idea of using poker chips (or maybe something slightly smaller) as props, and I think it's awesome. Use red chips placed under minis to indicated bloodied, use a different color for marks, use another color for conditions, etc. Great idea, keeps things fast and easy to see.
And of course, don't be afraid to adjust things on the fly in the name of fun. But again, I'm sure you know stuff like that.