Henry
Autoexreginated
One of my greatest time savers have been "initiative cards." It combines the "sticky notes with PC stats" idea with the "initiative pad" idea. I first got the idea from the Game Mechanics:
http://www.thegamemechanics.com/products/initiativecards.asp
You can easily use the idea in 4th edition, too, but you'd need to make them yourself, unless someone does the work at some point in the near future for 4e. You write all the relevant pc stats on 3 x 5 index cards, and then put the cards in order by who goes in the init. You don't necessarily need the initiative number after the initial roll at that point; you just move the person who went to the back of the stack. If someone delays or readies, turn the card sideways in the stack, and when they take their turn, shift them just after the person they go after (or just before in the case of a readied action). I hardly ever game without them for home games anymore, and my group, having seen me use them, has all taken after them, as well.
The second advantage is that you have all relevant PC stats in front of you in case you need to make a secret roll, against say perception, or diplomacy or such.
Failing those, that magnetic initiative board from Paizo publishing is also a really great idea, though I've not used it and can't compare the two for you.
http://www.thegamemechanics.com/products/initiativecards.asp
You can easily use the idea in 4th edition, too, but you'd need to make them yourself, unless someone does the work at some point in the near future for 4e. You write all the relevant pc stats on 3 x 5 index cards, and then put the cards in order by who goes in the init. You don't necessarily need the initiative number after the initial roll at that point; you just move the person who went to the back of the stack. If someone delays or readies, turn the card sideways in the stack, and when they take their turn, shift them just after the person they go after (or just before in the case of a readied action). I hardly ever game without them for home games anymore, and my group, having seen me use them, has all taken after them, as well.
The second advantage is that you have all relevant PC stats in front of you in case you need to make a secret roll, against say perception, or diplomacy or such.
Failing those, that magnetic initiative board from Paizo publishing is also a really great idea, though I've not used it and can't compare the two for you.