I agree with nifft's suggestion about the dungeon crawl. Last year I ran a game up in Northern China and I found the biggest deterrent was when there was 'role' play happening as opposed to 'roll' play. When the westerners started sitting around talking about what their plans were that's when the Chinese guys' eyes started glazing over.
I would say do everything in your power to keep the action fast and making sure everyone has their turn as soon as possible.
I would say do everything in your power to keep the action fast and making sure everyone has their turn as soon as possible.