If your rules cannot handle this
[ame=http://www.youtube.com/watch?v=Y-rFT-uHm4w]YouTube - For A Few Dollars More - Final Duel[/ame]
and this
[ame=http://www.youtube.com/watch?v=dHFLwe98rYM&feature=related]YouTube - The Good,The Bad, And The Ugly - Graveyard Duel[/ame]
then go back to the drawing board. Here's my first take on it.
Gun Duel
In a gun duel, two or more duelists take their positions. They have a stand-off, sizing each other up and waiting for someone to make the first move. The longer the build-up, the more time the duelists have to aim, even before they have their gun in hand. Whoever shoots first will be able to deliver a lethally-precise wound. If you ain't first, well, you probably just ain't.
A gun duel has three steps - the challenge, the stand-off, and the draw.
The Challenge
Normally, this just involves one duelist challenging another. Both take their places, and then the stand-off begins.
Sometimes a gunslinger in the midst of an existing combat encounter will challenge one or more opponents to a duel. To do this, he delays his turn. Then on their initiative, the challenged opponents can choose to delay their own turns as well. As long as there are at least two duelists, the stand-off begins. Other duelists can join later by delaying their turn.
The Stand-Off
Once all duelists are in position, at initiative count 0 they each choose an opponent (usually there's just one to choose, but some duels can get complicated) and make a skill check. The DC is Hard, based on the chosen opponent's level.
Primary skills are Bluff, Insight, Intimidate, and Perception, though with a good explanation the duelist might be able to use another skill once in the stand-off.
Each duelist makes a new skill check every round at initiative count 0. Keep track of how many successes each duelist has against each opponent. Whenever a duelist gets a success with a particular skill, he takes a cumulative -2 penalty to further checks using the same skill against the same opponent. (So usually it's not feasible to get more than five or ten successes in a stand-off).
Benefits of the Stand-Off
Once any the duelist ends the stand-off and goes to the draw, each duelist gains bonuses based on how many successes he had. These benefits last until he makes an attack against that opponent, until his opponent becomes hidden from him, or until he moves.
For each success against a particular opponent, the duelist gets a +1 bonus to his attack rolls, and the first attack that hits deals a base of 20 extra damage, plus an amount of damage equal to the attacker's level times the number of successes he had.
For instance, Clint and Lee (both level 10 bad-asses) are about to duel. After a 10 round stand-off, Clint has 6 successes, and Lee has 5. When Clint attacks, he'll get a +6 bonus to his attack roll, and his first attack that hits will deal an extra 80 damage (20, plus 6 times his level of 10).
The Draw
At any time, any duelist can end the stand-off and draw. The duelists go in order of who had the most total successes, and they each get one standard action. Thereafter combat follows normal initiative.
If they had an equal number of successes, they act simultaneously, and they make opposed initiative checks to see who goes first thereafter.
My concern is that it's a lot of dice rolling. It might work mechanically, but emotionally I feel like there's a better way to build tension.