There was a thread "Things that make combat take too long!" and I liked it.I saw many posts of what would make for fast combat.
Reduce the hit points of enemies.
One action per round, turns come faster, and players pay attention.
Don't roll damage rolls, take the average, and round up.
A turn timer can speed player's up.
If a player delays, they use an at-will automatically.
Limit players to one kind of interrupt for their character.
Limiting actions to Standard, Free, and Opportunity.
Increasing damage for pcs. ( my personal favorite)
Lower defenses on minions and soldiers.
Digitize miniatures with macros and combat tracking.
Encourage focus fire by giving damage bonuses on targets who were already hit that round.
Don't make encounters with level +3 creatures.
Perform save rolls at the time of affliction and use counters to track.
Appropriate music can focus players on the game.
(does anyone have a grooveshark playlist to recommend?)
Perform any rolls you can while people aren't waiting on you.
Bump slow effects to immobilize.
Make quick-sticks for measuring square distances faster and easier for players.
Use one attack and damage roll for all AOE targets. (maybe add a bonus to hit)
Memorize the PHB pages 264-293 by memory.
DMs, review the DMG chapter 4, knowing it by heart can snap you through rules questions.
Have the DM rule the game during play, dispute rules at another time.
Have all players declare their actions together at the beginning of the round. Player delay translates to in game delay.
Party initiative can keep the players focused.
Roll saves when effects to save against are incurred, note the results for the rounds to come.