Hey Michael.
At GenCon, my friend Jessica got to play in a Spycraft game run by the famous Kevin Kulp (aka Piratecat). From what I hear, Piratecat would describe dramatic situations by pretending the game was a movie; he'd say where the camera angle was, and what all you could see going on at once.
For instance, (I'm probably making a bit up here) at the end of the game, they jumped a speedboat up a ramp, over a gate into the courtyard of a riverside castle, and he described the camera angle from the point of view of a guard standing beside a munitions dump at the corner of the courtyard. The man sees sparks flare on the ramp in the river, and then notices a gleam in the sky as the castle spotlights turn toward the commotion. Then the poor guard sees the bright flash of a rocket being launched from the side seat of the boat, and the missile streaks toward him and the munitions dump.
Of course, that's an odd mentality to game in, and I think I'd probably go nuts trying to think of cinematography on the fly, but it might be fun for dramatic scenes.
Other tips for keeping pacing up, if nothing else:
* Get some note cards, and write the names and a few key stats for each of the PCs on these cards. Whenever you have a major NPC, write their stats on a card too. When the group rolls for initiative, put the cards in the proper order. Matt takes his turn, so you put his card from the top to the bottom, and you see it's Captain Dramatic's turn. Captain D goes, and you put his card on the bottom. If you make sure to include AC, saves, and hps on this card, it makes it easy for you to keep track of whose turn it is while also avoiding the need to ask your PCs whether a 25 hits, and so on.
* Enforce a 'thinking time limit' rule on the players. Encourage the players to have their actions in mind as soon as it gets to be their turn. If they don't know what they want to do, move on to the next person, setting aside the player's notecard (see above) until they figure out what they want to do. Also, players playing mages should always have the PHB open to the spell they're casting.
* Try to have dramatic locations for fights, where the terrain can be used to the advantage of either side. Think of weird places you've been, and imagine how fighting there would be different from fighting in the open. Imagine fighting in a restaurant with long, semi-circular balconies instead of a flat design (I'm talking about the DUC, for Emory folks out there), or have a fight in the middle of a poker tournament, with lots of innocents in the way, and possibly money to steal in the confusion.
* If nothing else, always try to put one point of interest in a battlefield. If they're fighting in a town square, mention that there's a big fountain, or a huge pothole, or a flock of birds on the local statues. Inventive players will come up with weird ideas on how to take advantage of mundane things.
* Make sure the PCs are getting to use their abilities. Occasionally, tailor encounters for them. If a mage never has really had a chance to use dimensional anchor, have a monster that keeps teleporting across the battlefield and hitting for annoying small amounts of damage.
* Generally, fights against single foes are boring, unless the foe has a lot of tricks up his sleeve, or that foe is really powerful. Single foes, even fairly strong ones, go down pretty fast. Try mixing things up by having a few dozen mooks, one or two tough bodyguards, and the main baddie of the encounter.
* Buy a copy of the ENWorld Player's Journal, and look for the article "The Adventurer's Guide to Surviving Anything." It gives rules for all kinds of things that can happen in dynamic battle environments, like how hard it is to fight while hanging from ship's rigging (and why you'd want to climb up there anyway), how hard it is to avoid being crushed in the gears of a giant clocktower, and what benefits you can get from swinging on a chandelier in a ballroom. (Michael, if you're actually interested, just tell me, and I can send you the files).
* If the players have a crazy idea, have the default assumption that it will work, or that it's at least possible. Make it hard if you don't want the fight to end quite yet, but let them use their tricks. For example, if the villain is riding an elevator cable upward, and the dashing paladin wants to use his teleportation axe to get above the villain and cut the cable, let him, even if the axe really is only supposed to be able to teleport outdoors.
Of course, now that I've tried to give advice, I need to make sure when I get back to Atlanta that I don't bore my players.
Anyway, I've got a game in 11 hours, and I need to make stats for two dozen bird-men assassins who will harrass the party as they do research in a library filled with exotic monsters and bookcases that hang from the ceiling.