1. Make it your own; use any made up rules, figures, glyphs, or anything you desire, not a stiff, predictable instruction book adventure.
2. Mix it up; no 2 dungeon adventures should be the same. mix up points, rooms, rules, allies, and enemies for a new adventure every game.
3. Incorporate plot, puzzles, and peculiars; induce anticipation in the adventurers' minds! Add dialouge! Betrayal! Extra powers! In addition, don't make every room a fight. Change the requirements to move into the next room. Make your rooms confusing! Time consuming! Even creepy!
As far as peculiars, add benefits for examing objects or speaking with non-combatants of shopkeepers on the way! Hey, this dead guy had two coins on him! Thanks for the glyph, Shiori! There's numbers scratched on this rock with bloody hands!
4. End of room bosses; Nobody wants to fight the same group of drow with an extra squad of spiders every room! Bring on the dragon! Mesh together all your Marro Hivelords and create a terrifying custom monster! Give 'em treasure at the end, even though it won't matter! Oh No! The whole cave's coming down!! Fight your way back to the entrence! Aaarrrgghh!!! *Dies*
5. Be the DM; If you're building the stage, and creating the scenario and enemy armies, you're gonna be the DM. Don't worry, it's fun. I actually assist my adventurers in the battles, and control some of the adventuring figures, but I can't help with puzzles or pick up glyphs.
Good scaping! FanTheAverage