Gents (and any gamer gals too),
Whatever that title means to you, here's what I'm going to do about it –
1) I'm going to focus on doing as many multiplayer-enabled scenarios as possible in my future (if a game can't accommodate at least four players, I'm wasting all my preparation effort on something less).
2) Unit-based gaming – figs will operate in established units (no rogue-operators here), this also allows for a tie-in to thinking about how units use tactics.
3) Tie-in to #2, make it real (at least based on something that's existed before, or in the present), whether that means "historical" to someone or not, I will be using references to base presentations on.
4) It's my thing – but visuals are important, that goes back to #1 (if it's worth doing, do it with some fidelity – it's like honey).
5) No points building, no pre-made encounter formats – do the research (that might be that "historical" thing again), but that's where the real math comes from.
6) Economy of effort – if the game is worth organizing, it ought to be something that can double for a convention presentation too (develop a portfolio you're proud to share again).
Would there be more suggestions, well sure, and maybe telling others you've got some plans for keeping the old skool open is one of them!
7) Don't feel you can't reject the latest bright, shiny object either – which are often marketed to get those bright, shiny objects out of your pocket. That's a large part of what redoubling effort is all about, use those best, learned practices…..it's old skool for a reason.