I like the investigation plot generation technique from TechNoir. Basically you have a 6x6 table of random plot points (people, places, rumors, things, factions, and items). Pick 3 randomly, and that is the seed of the plot. The PCs are pulled into it with a hook (in TechNoir the players pick 2 people from the list that their PC is connected to.) Then each time they would uncover a lead, another random element from the table is added in.
For my current Electric Bastionland game, I am using the Wikipedia list of car manufacturers as my name list. Previously, I had printed the Name of the Year brackets and used those.
Whimsy cards are awesome to add a bunch of mayhem to the game. I used them for the first time last Sunday, and my players loved them.
Every time the dice are rolled, there should be a consequence. If the PC has time and resources (and the action is possible in the world) it is done. If they are trying to pick a lock, and there is no consequence for failing, don’t roll. A failed roll at this point would just bog down the game with more rolls.
Don’t hide traps from the players. Solving the puzzle of how to defeat the trap is more fun than stumbling blindly into damage.
Edit: A word