WizarDru
Adventurer
One quick search, and I found a previous post I made on this topic, which I'll reiterate here. These actually apply across the spectrum of levels, but become all the more critical at high levels.
Here's some quickies that I've derived from running a group of 6 from 1st to 22nd.
1. Always announce who's turn in intiative it is, and at least the next two players coming up. This gives the players a chance to choose their actions and research relevant rules questions before they have to act.
2. Have all players have relevant rules information when their action comes up. This includes having the page open to the ability being used in the PHB, such as a Bull Rush, or the spell listing. If it's a spell, they should know the DC and the type of the save, as well as the results of a successful save. For a skill or feat, they should know what the relevant rolls and modifiers are, such as their grapple score.
3. Put a time limit on rules reasearch and judgement calls. If you can't find a definitive answer in the rules in a short amount of time, make a call and move on. Don't waste time arguing and don't change your ruling later, even if you decide it wasn't the best ruling to make. Research the rule later, but don't interrupt the flow of the game for it. Enlist the aid of your players whlie doing the research, to speed the process. Utimately, don't sweat the small stuff. Focus on the game, and keep moving. Don't get bogged down. Remember the GURPS rule: "When in doubt, ROLL and SHOUT."
4. Have players make relevant rolls ahead of time, to prepare for their turn. If necessary, let them make the rolls while you verify the next player's action, then return to them for the result. If a player is casting a fireball, have him roll against SR and his damage ahead of time. If he's going to attack five times using his bow, have him roll the attack rolls and miss chances before you get to him.
5. Make spell cards to place on the table, listing all the relevant effects of each spell in operation during combat. This saves the PCs forgetting spell effects during the combat, allows players to quickly reference things like the effects of haste, bless or holy aura, and speeds up play.
6. Have all sub-characters move with their associated character, not on a separate initiative. Have all similar non-boss monsters move as a group in large combats. Have all cohorts move with their leader, all animal companions and familiars with their friends and masters, and all companions or npcs move together. If you have a battle with a lich, two ogres magi and six ogres, have the ogres all move at the same time. Simplify the initative order whenever possible.
7. Put bookmarks or post-it stickers in both the DMG and PHB to frequently referenced pages. Need to refer to the environmental effects pages all the time? Put a label sticker on it or other pages you know you're constantly flipping to, such as grappling and special actions, or to the section on damage effects (what's the difference between stunned and dazed, again?)
8. Recognize 'torch-lighting' issues and handwave them whenever possible. Some things are pendantic or not-fun to cover in-game. Don't force players to announce every insiginificant action or play through every tedious encounter, if the answer is never in doubt. If the party encounters a weak opponent that has no chance against them, don't play the combat out. If a party member can eventually succeed at a task with repetition and little or no risk, simplify it to a single roll or just assume success. Don't waste time with things that don't matter or waste the collective group's effort and attention
Hope that helps.
Here's some quickies that I've derived from running a group of 6 from 1st to 22nd.
1. Always announce who's turn in intiative it is, and at least the next two players coming up. This gives the players a chance to choose their actions and research relevant rules questions before they have to act.
2. Have all players have relevant rules information when their action comes up. This includes having the page open to the ability being used in the PHB, such as a Bull Rush, or the spell listing. If it's a spell, they should know the DC and the type of the save, as well as the results of a successful save. For a skill or feat, they should know what the relevant rolls and modifiers are, such as their grapple score.
3. Put a time limit on rules reasearch and judgement calls. If you can't find a definitive answer in the rules in a short amount of time, make a call and move on. Don't waste time arguing and don't change your ruling later, even if you decide it wasn't the best ruling to make. Research the rule later, but don't interrupt the flow of the game for it. Enlist the aid of your players whlie doing the research, to speed the process. Utimately, don't sweat the small stuff. Focus on the game, and keep moving. Don't get bogged down. Remember the GURPS rule: "When in doubt, ROLL and SHOUT."

4. Have players make relevant rolls ahead of time, to prepare for their turn. If necessary, let them make the rolls while you verify the next player's action, then return to them for the result. If a player is casting a fireball, have him roll against SR and his damage ahead of time. If he's going to attack five times using his bow, have him roll the attack rolls and miss chances before you get to him.
5. Make spell cards to place on the table, listing all the relevant effects of each spell in operation during combat. This saves the PCs forgetting spell effects during the combat, allows players to quickly reference things like the effects of haste, bless or holy aura, and speeds up play.
6. Have all sub-characters move with their associated character, not on a separate initiative. Have all similar non-boss monsters move as a group in large combats. Have all cohorts move with their leader, all animal companions and familiars with their friends and masters, and all companions or npcs move together. If you have a battle with a lich, two ogres magi and six ogres, have the ogres all move at the same time. Simplify the initative order whenever possible.
7. Put bookmarks or post-it stickers in both the DMG and PHB to frequently referenced pages. Need to refer to the environmental effects pages all the time? Put a label sticker on it or other pages you know you're constantly flipping to, such as grappling and special actions, or to the section on damage effects (what's the difference between stunned and dazed, again?)
8. Recognize 'torch-lighting' issues and handwave them whenever possible. Some things are pendantic or not-fun to cover in-game. Don't force players to announce every insiginificant action or play through every tedious encounter, if the answer is never in doubt. If the party encounters a weak opponent that has no chance against them, don't play the combat out. If a party member can eventually succeed at a task with repetition and little or no risk, simplify it to a single roll or just assume success. Don't waste time with things that don't matter or waste the collective group's effort and attention
Hope that helps.