It's actually pretty easy:
1) Keep the rules light. "I hit, you miss" is better than any sort of complex system with multiple combat options.
2) Let players describe their own actions. Better yet, let them gain bonuses for doing crazy stunts and the like.
3) Keep scene descriptions fairly light, while at the same, shine in on important details. If there's a chanderlier, mention it twice. Don't go overboard into detail. At the same time, let players know they can add scenery as they see fit.
4) If PCs add scenery, LET THEM. Don't stop them unless it's absolutely important. Sure, it might not make sense for there to be a fire juggler on the city street performing, but don't let logic get in the way when a PC wants to throw a stick of fire at that guy doused in gasoline. Besides, you can bet your butt that performer would have been there in the movie version of your game.
5) Let NPCs do crazy stunts, but if they're minions, don't ever let them be creative. Only villains should be creative, and when they are, they are just like NPCs. Minions need to die - spectacularly.
6) Encourage movement. If a PC stands still, you can hit them with in-game penalties (getting surrounded) or with mechanical penalties ("You get a -1 to attack rolls if you don't move" or some such).
7) Dialogue, Dialogue, Dialogue! NPCs should talk to the PCs. They should taunt. If they're allies, they need to have banter. Write down some crazy lines... even if you steal them from movies you like. "This is your idea of a rescue?" your princess might ask. And then your players get the satisfaction of pointing towards another player and saying "he's the brains, sweetheart".
Do that a few times, and I guarantee at least one player will get into the swing of it and have a ball.
8) Don't punish your Players for trying stuff. Even if the jump DC is realistically pretty high, cut it down. For every time you say "no", make sure you're saying "yes" at least three times. Because if don't, you're effectively training the players against taking the actions you want them to take.
9) Avoid realism like the plague. Even if something doesn't necessarily make sense, go with it. Unless it's an obvious anachronism that someone watching the movie would question ("Why is that pirate ship in a desert!?", run with what PCs suggest. Just give them better bonuses if it makes more sense within the setting you described. It will get them being more creative, not less creative.
10) Talk quickly. Use your arms to make gestures. Better yet, play while standing. Don't let the game ever get bogged down. Let the players describe the result of their actions, rather than you.
11) Schedule a game with fewer combats, but make all of those combats important. Just like in a movie.