Some things that I'm going to do tonight to speed things up:
Combat - combat is usually the most time consuming part of the game. This happens because of hesitation and too much fricking thinking about game mechanics. Yes, this is a game but in combat I want you to forget about game mechanics. Combat is a chaotic condition. You don't have much time to weigh your options and you certainly don't want to hesitate (zig when you should have zagged). I'm going to make it so that combat simulates this environment. This is something that I do with the other group and it works rather well. Some of my current tiredness with the game might have been prevented if I had instituted this earlier.
Tonight and until the end of this campaign I'm going to be using the 6 second rule (this only applies to my campaign, other DMs can do what feels right for them). I'll explain how this works.
We will roll initiative as always. I will ask for your initiative number from left to right or right to left. Don't yell out your Initiative number until I call you. I have to write them down to keep track of it. After initiative, I will explain the combat situation as best as I can, if you have any questions about the combat situation this is the time to ask them. Once I finish with the description, Combat begins:
On your initiative pass (when I call your PC's name) you must declare what you are doing within 6 seconds of being called (you can be as descriptive as you want, I'd prefer that better than "I hit him"). Your description can take more than six seconds. If you are using a game mechanic (feat or combat maneuver) such as dodge, charge, expertise, just to name a few, this is the time to say that you are "Dodging the big ogre." If you don't state the use of that specific action you are screwed. I will not implement the modifiers, etc. If you need to ask a question about if you can or cannot do something, this is not the time to do it. Forget about the game mechanics - State what you want your PC to do, let ME worry about what the rules/game mechanics are. Believe me this saves a ton of time. If you hesitate on what you plan to do, tough titty. Hesitation is deadly. Your PC will lose his initiative pass (delay action). In combat this can hurt a lot.
If you are attacking or casting spells and it requires random rolls (for damage, to hit, etc.), roll the dice while you are describing the action. Roll your attack and damage together. Save us/me some time. The only slight exception to this is the "FULL ATTACK ACTION". If you use the full attack action you roll all your To Hit and Damage dice together but if your first attack kills the creature, you don't have to use the other attacks on the same creature. You can actually do something else. I will explain this in person so that there is no confusion.
Spellcasters: You have the same 6 seconds as everyone else - prepare in advance. When I call your PC's name you have 6 seconds to cast your spell, if now you have to look up your spell in the PHB to determine what it does you just wasted our time and hesitated in combat. Guess what, you'll lose your turn. This is very critical for spellcasters. Your initiative is usually lower than everyone else, you have time to look things up. When your PC's initiative pass comes around you need to have ready the following - what spell you are casting, who the target is, what is the range of the spell, what the save for it is and any special considerations. If I call your PCs name and you have to refer to the PHB to look this stuff up, you lose. Just don't do it. In combat you probably have a specific repertoire of spells you cast. Have that information handy. In the time that others are conducting their combat actions you can be looking up your spell information.
Distances: 3E D&D uses a very simplistic wargaming style for its combat. Due to this we will not premeasure any distances. The combat grid is there to make it easy to draw the combat environment but don't use it to premeasure distances. This is not monopoly, trouble or the game of Life. Don't use the squares to jump around the board and if you don't like where you end up decide to jump around another route. I'm going to use a ruler to measure distances, not the grid. I have templates for some spell effects. What am I trying to say here? Just play the game as if you were actually the PC on the board. If you see an orc and you would charge, then charge. Don't start jumping around the board like a jumping bean to see which way is shorter to the enemy. Am I making sense?
PAY ATTENTION:
If during my description of what is happening - before you are engaged in combat (see above) you have questions ask them. That is the only time that I will give a detailed description. During combat the combat situation is constantly changing. New combatants enter the fray, combatants die, combatants move, etc. All these thing I will describe as the NPCs turn comes around. PAY ATTENTION. If I say that the orcs are 80' away from you and you decide you want to charge, good. You just charged 60' your AC is at a -2 penalty and you haven't even reached your opponent. That could have been avoided if you had paid attention to the description.
Why all this? Because that is how combat should be. Chaotic and fast. If a combat takes more than an hour to complete we are fiddle farting around.
We will discuss this before starting tonight so everyone is on the same sheet of music.