• Don't make the adventure too easy or too difficult for a group. Never being challenged makes for a boring game, and being overwhelmed makes for a frustrating game. Gauge the experience of the players (not the characters) with the game, try to feel out (or ask) what they like in a game, and attempt to give each of them the experience they’re after when they play D&D. Give everyone a “chance to shine.”
• Be mindful of pacing, and keep the game session moving along appropriately. Watch for stalling, as play loses momentum when this happens. At the same time, make sure that the players don’t finish the adventure too early; provide them with a full play experience. Living Forgotten Realms adventures are designed to be played within 3.5 – 4 hours per round; try to be very aware of running long or short. Adjust the pacing accordingly.
GMs have a LOT of power in 4e to alter the adventure to make it :::gasp:: fun for the players.... if you see the players fustrated with the combat (because the writer picked out the right monsters which work together to create a ton of "Got Ya" moments.... ) the GM has the power to speed things up and make it more fun.
Why is this such a hard concept for judges to grasp... the GMs job is FOR THE PLAYERS TO HAVE FUN.... kick there ass but make them feel like heros...
In short, being the DM for a Living Forgotten Realms adventure isn’t about following every word on the page; it’s about creating a fun, challenging game environment for the players. A great deal of good information on being a DM for a D&D game can be found in Chapters 1-2 of the Dungeon Master's Guide