*Pre-teens like to look at pictures and imagine stories about it. Find pictures of mountains, landscapes, castles, etc. either in the library or on the web to use as props for what the character sees.
*Allow all classes to have animal followers or familiars. Much young reader fantasy involes friendship between the protagonist and their animal companion.
*Puzzles. Kids, (some adults even) find them challenging, but make them solvable and not too hard, or the game will stall. They could be as simple as "Rays of noon, when flowers bloom, Then sunlight flows green, open will the portal clean" scrawled on a piece of parchment the characters found. Later the find at seperate places, they find one yellow crystal and one blue crystal. Later, they come upon a strange pyramid amid the rolling planes of with blooming flowers surrounding it. Once inside the come to a chamber that has an archway to another chamber with a white crystal globe afixed in the center to the wall above the arch. The characters notice a small opening near the top of the roof that allows sunlight to shine on the wall near the globe. As it gets clooser to lunch time the beam of light that is focued through the hole moves closer to the crystal globe. (I am sure that we'll know what to do, but would an 8 year old think of the riddle, his treasure, and how to put them together?)
*Use the game to imrpove the players academic skills if needed. If they need some help with math, have them visit the local merchant to exchange currency, of purchase X ounce amount of a liquid, but with them determining from a big jug how much they need. Caution, you really have to hide this well. If they suspect they are doing a math lesson and not a game, they will be turned off.
*Use terms that will intice them to do research. Anyone else remember finding out what "e.g., i.e., et. al." meant from the 1st edition DMG? Call one location a bay, one an inlet, one a cape, one a penninsula. If they don't know what the word means, have them look it up.