Skip rolling initiative, and seat everyone around the table in descending order of initative modifier. Then put some sort of indicator between players wherever a monster's initiative bonus would fall.
I wouldn't recommend making people change seats when they ready or delay.
Tell players what monster defenses are.
Roll damage at the same time as an attack roll.
If a player says they miss, don't bother asking for the attack roll. They'll learn to add it up, or their fellow players will take over. Or they'll learn to take powers that don't need attack rolls.
Have powers printed up on cards. If a power gives out a lasting condition, give the card to the person afflicted. If a power gives out a lasting condition, have the full text of the condition printed on the card, then some (ie - don't just have "slowed" written down, have "slowed: your speed is now 2, you can double move to go 4, or double run to go 8").
If the power gives out a lasting condition and is an at-will, change it. At wills with ongoing damage can be changed to just add twice the ongoing bonus as immediate damage (or alternately a die of twice that, so ongoing 2 becomes 4 damage OR 1d8). Change at-wills that daze or slow to prone (it's easy to represent by just tipping the mini over). At-wills that stun just suck, best to remove them all together.
Don't wait for a player to roll saves before you move to the next player. You should trust your players to roll saves themselves. If they haven't rolled them by the next time their turn comes around, don't let them.
Some of these can make combat significantly more difficult (specifically the ones where you're making them miss out if they screw up), so time the rules change for a few easier combats.