I tend to enforce what I call "dungeon mode". While in Dungeon mode, players can only move their tokens one square at a time. This makes movement much slower and more deliberate as they move around the dungeon. I also make sure that during session zero, I tell the group that if I say the word PAUSE, I mean it. Hands off the mouse, do not move your character, period. Foundry has a built in Pause function, Roll20 does not sadly, so we have to rely on commands. I also use invisible walls (blocks movement but not vision) now that this feature is available to make sure players can't go past certain points prematurely. Obviously ensure the following features are enabled: Dynamic Lighting blocks movement, and Player Vision only updates on Drop. Both of those are absolutely essential. I also DO NOT use the player clickable doors that Roll20 just introduced. That is a nightmare for Dungeon Pacing, as often plenty of things happen when a player opens a door, and you really don't want that power in the Player's hands. I stick with the old method of drawing a different colored line for the door.