Here's my tips for keeping things rolling
- Delegate! There's no real reason the DM has to be the person figuring out everyone's initiative. Let one of your players do it.
- Delegate some more! Pick your most rules-lawyery player, and arm them with the core rules and any house rules, or other books you make heavy use of. Its their job to do a quick lookup in case of a dispute. Just talk about how great of a grasp they have on the rules and most of them will be tripping over themselves to help.
- You have the right idea on rules questions though - if it isn't life or death, make a spot ruling and have people talk about it later.
- Don't worry so much about rules. There is no spoon.
- Prepare as many statblock as you can. I despise opening a monster book in play. Having the statblock right in your notes makes things much easier.
- If you don't have a statblock, fake it. Eyeball about what the creature's attack and damage bonus should be, decide on the spot if they have a given feat or spell, and when you think they've been beaten on long enough decide they're out of hit points.
- Time limit. This isn't chess, its an adventure game. If someone can't tell me what they're doing in a few seconds, we go to the next person in initiative. If they're ready after that, we go back to them. If you're casting a spell then you should already have the book open to that spell with the details.
- Delegate! There's no real reason the DM has to be the person figuring out everyone's initiative. Let one of your players do it.
- Delegate some more! Pick your most rules-lawyery player, and arm them with the core rules and any house rules, or other books you make heavy use of. Its their job to do a quick lookup in case of a dispute. Just talk about how great of a grasp they have on the rules and most of them will be tripping over themselves to help.
- You have the right idea on rules questions though - if it isn't life or death, make a spot ruling and have people talk about it later.
- Don't worry so much about rules. There is no spoon.
- Prepare as many statblock as you can. I despise opening a monster book in play. Having the statblock right in your notes makes things much easier.
- If you don't have a statblock, fake it. Eyeball about what the creature's attack and damage bonus should be, decide on the spot if they have a given feat or spell, and when you think they've been beaten on long enough decide they're out of hit points.
- Time limit. This isn't chess, its an adventure game. If someone can't tell me what they're doing in a few seconds, we go to the next person in initiative. If they're ready after that, we go back to them. If you're casting a spell then you should already have the book open to that spell with the details.