I'd love to get better at running more social/political games. My ability to come up with a web of intrigue on the fly is sorely lacking, so I tend to stick to published stuff or exploration / dungeon crawls. As I get older I've gotten sick of combat as the first and only solution, but it's just so easy... and once your players are conditioned to attack first and (maybe) ask questions later, it's really hard to change things up. Part of why I'm really enjoying running games for new players, since their lack of expectations makes it a lot easier to demonstrate that combat isn't the only way to resolve things. For my more entrenched groups, I try to emphasize that combat may solve the immediate problem, but it's the riskiest way of doing so, and is usually detrimental to their long term goals.