In my game the players roll for initiative the same time as the DM. The initiative order than stays the same for every round, we don't roll again every round, its far to time consuming, and actually I can't think of any D&D games where we have rolled for init every round.
Have someone other than the DM keep the initiative order. I find that this makes it easier for the DM to concentrate and keep things moving. Typically it is better for a melee oriented class to keep initiative order as they don't have to look up spells or special definitions as the result of a spell being cast.
If a player is taking to long on his/her turn than say okay what are doing 5 seconds. If they can't come up with anything in 5 seconds than I usually skip them and they can figure out what they are doing by their next turn.
DM Rulez! Remember that if a sticky rule situation pops up just wing it, don't waste time looking it up. Take the most logical route and make a quick ruling, your the DM and if you say that time stops and pigs fly due to a failed jump check, then thats what happened no ifs ands or buts about it.
As a DM know your monsters/NPC's. Make sure you are fully aware and understand what each of your creatures can do in battle BEFORE the battle. Set up some tactics in your mind and then use those tactics, quickly and decisively, if the monsters or NPC's have spells, make little quick footnotes for damage, effect, etc.
These things will pick up the speed of your combat sessions, but remember, if your players aren't moving fast, and you don't hold them to the strict edict that combat is moving fast then none of the above will help much.
Have someone other than the DM keep the initiative order. I find that this makes it easier for the DM to concentrate and keep things moving. Typically it is better for a melee oriented class to keep initiative order as they don't have to look up spells or special definitions as the result of a spell being cast.
If a player is taking to long on his/her turn than say okay what are doing 5 seconds. If they can't come up with anything in 5 seconds than I usually skip them and they can figure out what they are doing by their next turn.
DM Rulez! Remember that if a sticky rule situation pops up just wing it, don't waste time looking it up. Take the most logical route and make a quick ruling, your the DM and if you say that time stops and pigs fly due to a failed jump check, then thats what happened no ifs ands or buts about it.
As a DM know your monsters/NPC's. Make sure you are fully aware and understand what each of your creatures can do in battle BEFORE the battle. Set up some tactics in your mind and then use those tactics, quickly and decisively, if the monsters or NPC's have spells, make little quick footnotes for damage, effect, etc.
These things will pick up the speed of your combat sessions, but remember, if your players aren't moving fast, and you don't hold them to the strict edict that combat is moving fast then none of the above will help much.