As I delve deeper and deeper into DH and GMing DH, I've come to think of Game Mastering as sort of an art form; something to be practiced, experimented with, and perfected. A good GM must be part novelist, part actor, part benevolent dictator, though GMs will debate the balance of those three parts. I personally feel like I err too much onto the novelist side but i'm digressing.
In my experience I've noticed the following help to make a good Dark Heresy session:
-Short brutal combat(s) interspersed meaningfully through the investigation. Combats that are too long get boring, as do combats that feel meaningless or not dangerous.
-Pseudo Self-contained sessions: Dark Heresy is a game best played in bite sized chunks of ~4-6 hours in my experience. Any shorter than 4 hours and not enough gets done to be satisfying, any longer than 6 and players stop caring. In the course of a single session players should have a chance to do a little bit of everything. The best sessions are those that come to a satisfying conclusion yet leave enough questions unanswered that you want more. In other words PCs should see the fruits of their labors, but be eager to see how they matter in the bigger picture they're uncovering. The PC's take out the cult's cell, what will be the Cult's next move?
-Cohesive Overarching plot: The necessity for self-contained session too often results in cookie cutter missions that are only loosely strung together by a name or too. At the end of the campaign you want your characters to be able to look back and understand WHY the campaign ended up as it did.
So what balance of the three GM traits do you guys find best?
What makes a DH session great?
How much big-picture do you try and incorporate into your missions?
How long are your sessions?
Let's try and get a good discussion going about this, What makes a good/mediocre session GRRRREAT?