
So here's my problem: As a GM past experience has taught me to keep each session within roughly 4 hours long, because I run my game on a weekend evening and some of my players are one or two hours ahead of my timezone. I know it puts a strain on them if the game drags because they likely have work the next day and it's already late in their locale. As a result each session needs to tie up neatly within that 4 hour time frame. However, keeping things on track means that I sometimes resort to letting the Players kill enemies too easily in order to wrap up combat, or give them too many hints in a puzzle scene because time is running out. I feel this erodes the challenge in my games and the system I'm running (WH40k Only War) is supposed to be tough and unforgiving. Normally I'd just end the session if the players can't stick around and continue in the next session, but this is a bad option for me because: -Players flake and cancel, it happens, I compensate for it when I can, but having one character be in an encounter one week and then have him poof out of existence when the encounter continues next week is dumb. Have neat self-contained sessions helps mitigate this annoyance. -In the campaign I'm running, the Players choose their next mission at the end of each session so I can spend the week designing it and have it ready for them. If the group gets through 3/4 of a mission in one session then finishes it off in the next one it could mean having only an hour of game time before being forced to end it there or pull a mission out of my ass on the spot (never a good idea). -It personally annoys me. I've tried the obvious tricks: speeding up the number crunching using macros, having NPC stats ready, researching the appropriate rules before hand. All these have really helped, but I want to do better. TL;DR : How can I give my Players room to "scratch their heads" at a problem while still keeping the game session within a certain time limit?