So that does bias my opinion quite a bit. Reynolds, and Skip Williams amongst others. No phones is a good one. Actually, that couldn't be further from the truth. Most importantly, remember that you should be having fun and so should everybody else.
Learn your monsters and abbreviate their stat blocks so that you can quickly refresh your memory. I do the initiative tracking and hp thing a lot like you do. These are charts that you can take and use right now, in any game you are playing. If you want to save a bit of time, make sure you're familiar with all the monsters, spells, etc. While you may be pretending to be in a fantasy world where magic is common, its pervasiveness should be consistent. This chapter shows you how.
And the starter adventure is all one cavern system and not very long 10 small rooms. Players should feel panicked and rushed in combat because the characters are panicked and rushed in combat. When it would normally be time for the next person in the order either have the person who just went nominate the next person to go or narrate a situation and ask who will respond to it. Just learn what you need. Though your role is the greatest, it is also the most difficult. But with the adventure paths and all the weird names, interesting locations, and just all the detail they put in it, I don't expect the players remember everything.
You should be using that opportunity to fill out the experience. Because my instructions are perfect. Some of the other advice discussed in this chapter is about the tone and maturity; people don't always have the same interests, and everyone has different comfort zones when it comes to stories. Or you can write and cross out numbers and count up. A Reflex Save is made to avoid something, such as falling into a pit or to dodge a ball of fire. The resolution of one action sets the scene for the next. This, of course, assumes that you're only interested in teaching them Pathfinder.
Players never do what you think they will. This is one of my favorite evil, but innocent tricks. This was terrific, and the first and so far only step by step that specifically helps you go fill out the character sheet. If you put a static order on a piece of paper, guess what happens after a few uses of those actions… your order goes to the bin. One tip for speeding up the narrative-shattering initiative rolls, is to do all of them at the start of the session, before you get into the game. It adds a little extra touch of realism, not every bandit is going to die from the same number of wounds and it helps prevent metagaming as they can't think 'i'm going to do 20 pts of dmg and that bandit has already lost 28 hp which will kill it nicely without going over'. The art is solid, the pages are packed with words, there is almost no wasted space, and the advice is damn good.
But… Bob sees him coming and dodges the blow. Most magic items are too expensive for level one characters, but certain potions or scrolls can by extremely useful. Do you want to use a battle map, minis, etc. I picked up the GameMastery Guide back in October for further advise to make the pending experience excellent. The nimble rouge can tumble into the flank. Do you use minis, or go all abstract? If you are the type that likes to talk to themselves, even better because you can roll up multiple characters! This detail keeps the game exciting and surprising for you, which can be very enjoyable.
And only in situations where it is literally impossible to take a safe, direct path in the speed allowed, do you need to start nitpicking over squares. This would probably be covered in your prep. The others in your group will assume the roles of individuals and play their parts, but each can only perform within the bounds you will set. If you like tactical boardgames, that will be perfect for you. Certain items are very good to have on any adventure. You don't have to have it all figured out before you say it. And you have to be on your best behaviour as appropriate to the group.
Otherwise, talk to them about it. If anyone fails three weeks in a row to have done the prep, ask them to leave. The goblins must have abducted her intent on using her powers and moved her to a nearby stronghold. You can either try to teach them over a single session of a few hours, or if you can only do 1- hour sections of lunch, several sessions. If I were to do that over again, I would have not given the enemies bonuses or even just fudged some monster hit numbers, or made up some bullshit about how they were still reeling from how loud the thunderclap was which affected their accuracy or made them fall over.