834: Have an insane, fearful, inferior-feeling goblin with freakishly high strength and constitution. He follows the characters around and whenever they pursue him, he runs away. When they catch him, he throughs the knight in shining armor around.
835: Said Goblin has a pair of magical boots. These boots multiply his running speeds several times over. They also make the goblin run in the opposite direction from where he intends to go. But he never notices. (As we know, the goblin a) follows PCs, and b) runs away from danger, so he will always be at the player's destination in a panic whenever they arrive).
836: Have your player's come up with a list of 1000 things that would scare or freak their party out. Take this list, and tell them you will have it entered into DM's Familiar, RPM, or whatever by the next session. It will take some careful manipulation to get them to do this, and then for them to turn it over, as it is suspicious.
837: The players hear a titanic battle around the bend. Cat shrieks and titanous roars. The stink of sulfur and brimstone fills the air. The PC's round the corner to see a small green cat licking its paws as the body of a demon appears to vanish into the air.
838: Have your game exposition be a talking green cat that always turns up when he is least expected, insists on being treated royally, and gets indignant if there is no milk.
839: Get into the habbit of appearing intensely bored with regular encounters for a couple sessions. In the last one, yawn at all the encounters, including the one with the big, bad, final boss. As the players approach the corpse of the great enemy, have a whispery, yet somehow deep voice call out: "who has harmed my trusty butler?"
840: Every time the character's use anachronisms, have a dandelion grow out of their left ear in a 2 minute interval. Just for one session though, that would get tiresome after one session.