Getting games finished in two hours requires a few things:
- Players need to be well-versed in the rules.
- Quick Reference Sheets are a must!
- Objectives, objectives, objectives.
- Players must be willing to forego discussing interpretations until after the game in which the event happened to inspire the discussion.
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Players must be well-versed in the rules! - Move quickly; measure one model, then move the rest as a squad. Do not worry about the eighths of inches - it all balances out, range-wise.
- Players must not argue cover, range, etc. If it is close, err on the side of having fun and moving the game along. Our group never haggles over eighths of an inch.
- Agree on rules interpretations prior to starting the game.
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PLAYERS MUST BE WELL-VERSED IN THE RULES! 
(I cannot stress this enough). If you are running a demo, you do your student and you a disservice if you are playing a game that is larger than 500 PC; 350 - 400 PC should be more than enough to run a demo.
- Last, but by no means least, players should remember to have fun over all else. It matters not, to me, that I beat my opponent if neither of us (especially my opponent) enjoys it. Therefore, we never quabble over the minutia. If we can sit back, afterward, and tell good stories about the game, then it was a success!