I've run large groups almost exclusively for the last 15 years; the smallest was 5 with the largest at 13. The big group actually had the most newbies.
X-second rule: I use it religiously but I make some exception for newbies by suggesting the most common actions "Bob, you're up. Do you want to hit the bugbear, move around it cautiously, or something else?" I tell them in advance this is "hind brain" advice, the kind of obvious reflex action that may not be the most best/safest/efficient thing to do but is something typically done.
If I get told "Ummmm...." Then I tell them I'll skip to two other people while they get some basic advice from a player I trust not to metagame and come back.
Having 2-5 rounds of actions for NPCs is a great thing, especially with creatures who have spells, unusual feats, or special abilities. Sometimes I try to make little football-play diagrams to show where the baddies intend to be at different parts of the maneuver but I save that for flank-happy types like rogues.
Use a combat map. I prefer miniatures and a battlemat but for the love of all that is visually-oriented thought processes, at least use some spare dice or bottlecaps. I personally prefer to use small candies like hershy kisses as bad guys to give people some visceral pleasure in defeating foes. "You killed the giant, eat the cookie." "Mmmmm, giants taste like peanut butter."
Make a habit of scanning the faces of your players; eye contact keeps them involved and it lets you know if someone is becoming bored or feeling ignored. Try to keep everyone in the action. RttoE isn't a big city encounter where they are likely to split up but make sure that NPCs address more than the party leader. Sometimes they will seek out the Cha6 half-orc either because they intend to play up the "hey, I'm an outcast too" mindset or because they think the half-orc will be likely to betray the party.
Play act a bit when meeting NPCs. Changes in accent, mannerisms, and voice can help keep things lively. You don't need to keep doing the voices during the whole encounter and they don't need to be great; just long enough for their imaginations to engage. And keep notes on the NPC's mannerisms! If you protray someone as a hunchback, you need to do it again in future sessions or else the players will become confused.
Keep a game log. Get a Yahoo! group, set up a blog/wiki/web page, but after every game session make some write up that identifies the NPCs by name/race/age/description for both your use and the players.