Mark
CreativeMountainGames.com
Here's a few for you...
Combat:
Let your players utilize those spellbooks you have in the Plexus - SRD revised.
Make use of a chalkboard or dry erase board to have the initiative rolls plainly in everyone's view so that they are aware of the turn order.
(Don't mix up your dry erase and wet erase markers!
)
Pass out extra wet erase markers and have the players jot down, in one inch high characters, their primary weapon(s)'s attack bonus and damage on their edge of the battle mat.
Don't bother with random encounters, there will be enough game time spent on the important ones, but don't let the players know you will be discarding the random ones.
Roleplaying:
Be sure your NPCs have logical reasons for it, but try to divvy up which ones they will address when interacting, I.E. weapon smiths address the PCs with the best looking visible weapons, religious types address the PC clerics, etc. I know this sounds obvious but be sure to consciously plan for this so that you don't fall into the trap of "playing" toward the most talkative player all the time.
When planning your encounters, take into account the off-beat skill sets that the players have chosen so that their decisions become more important than just by random chance. You'll get more bang for your buck satisfying the players who have put care into their skill selections.
Make a pact with the players that no matter what language a particular PC is using, when he is realting to an NPC in a given language, he will relate conversations to the other characters AND make sure to use languages as a tool to keep them focused. This allows them to realize when they shouldn't all be interupting (as verbal free-for-alls can sometimes break out in large groups), while keeping them from becoming paranoid as individuals (since you can avoid having to pass notes or take players aside).
Just a few thoughts to add to the others that have been given here...
Combat:
Let your players utilize those spellbooks you have in the Plexus - SRD revised.
Make use of a chalkboard or dry erase board to have the initiative rolls plainly in everyone's view so that they are aware of the turn order.
(Don't mix up your dry erase and wet erase markers!

Pass out extra wet erase markers and have the players jot down, in one inch high characters, their primary weapon(s)'s attack bonus and damage on their edge of the battle mat.
Don't bother with random encounters, there will be enough game time spent on the important ones, but don't let the players know you will be discarding the random ones.

Roleplaying:
Be sure your NPCs have logical reasons for it, but try to divvy up which ones they will address when interacting, I.E. weapon smiths address the PCs with the best looking visible weapons, religious types address the PC clerics, etc. I know this sounds obvious but be sure to consciously plan for this so that you don't fall into the trap of "playing" toward the most talkative player all the time.
When planning your encounters, take into account the off-beat skill sets that the players have chosen so that their decisions become more important than just by random chance. You'll get more bang for your buck satisfying the players who have put care into their skill selections.
Make a pact with the players that no matter what language a particular PC is using, when he is realting to an NPC in a given language, he will relate conversations to the other characters AND make sure to use languages as a tool to keep them focused. This allows them to realize when they shouldn't all be interupting (as verbal free-for-alls can sometimes break out in large groups), while keeping them from becoming paranoid as individuals (since you can avoid having to pass notes or take players aside).
Just a few thoughts to add to the others that have been given here...