In general, it's heavy on the "real world advice" for running games, but the advice seems pretty good and there /is/ a healthy amount of crunch as well. My guess is this book will be a very nice compliment to WotC's DMGII.
Here's the Table of Contents:
Introduction: Read this First!
Chapter One: Running a Game
Designing a World
Sensitive Subjects
Running a Game Session
The Play Environment
Information Management
Styles of Play
Knowing Your Group
Tricks of Pacing
Chapter Two: Adjudicating Play
Combat Rules
Bushwhacking Rules
Class Dodge Bonus
Disabling Critical Hits
Representative Battles
Speeding Play
Set Criticals
Set Damage
Simplified Attacks of Opportunity
Timed Turns
General Rules
Experience Debt
More Average Rolls
Cards
Fortune Points
Hex-Based Movement
Throwing
Magic Rules
Metamagic Points
Self-Limited Spells
Spell Points
Chapter Three: Preparing Adventures
The Basics
Readying Pre-Written Adventures
Reading for Comprehension
Scaling Adventures
Personalizing Pre-Written
Adventures
Designing Adventures
Starting an Adventure
The Challenge
Wrapping it All Up
Chapter Four:Non-Player Characters
Designing Antagonists
Role
Personality
Motivation
Allies
Mentors
Simplified NPC Design
100 NPC Quirks
NPCs with APM Classes
NPC Eldritch Weaver
NPC Evangelist
NPC Scout
NPC Spellmaster
NPC Thanemage
NPC Warpriest
Chapter Five: Running a Campaign
Defining a Campaign
Choosing a Campaign Theme
Choosing a Cosmology
Choosing Monsters
Choosing PC Races
Choosing Technology
Campaign Styles
The Evil Campaign
Magic-Free or Low-Magic Campaigns
High-Magic Campaigns
Campaign Rules
Feats in a Campaign
Designing Feats
Prestige Classes
Designing Prestige Classes
Bringing It All Together
Campaign Worksheets
Table Rules
References
Chapter Six: Characters
Group Dynamics
Playing with Power Levels
Boosting Power Levels
Reduced Power Levels
Ability Scores
Character Backgrounds
The Passage of Time
Character Advancement
Training
Chapter Seven: Treasure and Magic Items
Magic Chakras
Innate Abilities
Ars Vitae
Boons
Rites
Levin
Mundane Item
Characteristics
Sovereign Materials
Armor and Shields
Weapons
Spell Lenses
Making Artifacts
Chapter Eight: Conditions & Environments
New Conditions
New Environments and Hazards
Inconveniences
Starvation
Transstorms
Waking Up
New Diseases
New Poisons
Mystic Locales
Magic Locations
Holy Sites
Appendix One: Compiled Feats
Appendix Two: Initiative Cards
Character Cards
Monster Cards
Campaign Worksheet
Index