Ah, if you’re focusing on con games let me expound in a way that might be a bit more useful:
When I ran convention games routinely I basically worked up a portfolio of scenarios. After the session I’d just tune it based on what I saw happening. Things too chaotic and jokey (in a disruptive way), then I’d tighten the scenario up or give it some more obvious clichés that the players could hook into and immediately know what was expected of them. Too slow, come prepped with a few more crazy situations to turn up the heat. Too much work for me personally, then I’d see what wasn’t necessary that I could cut it out though this was the most likely thing to make me toss the scenario into the bin. Basically I found the problems I saw at the table weren’t Me the GM problems but problems with the scenarios that could be game designered away. It’s easier to see this when you’re running the same session multiple times rather than running a Fresh Piping Hot Game every time you sign up for a convention.