I suggest making the combat fast paced and fun. I have started to do all calculations on a spreadsheet allowing combat to flow quickly and prevent bogging down. The players roll fast, and I give a quick description of the combat keeping them interested. Combat is fast paced and light on rolls so it ends quickly with lots of details. The big complaint I always received when playing any RM types was the ROLL-Master aspect, so I make it with fewer rolls, and more detailed descriptions.
Keep things moving along, but do not force them in any direction, nothing is worse than the GM pushing you in a direction through obvious manipulation. Give free choices that they feel were their decision even if it take you to where you wanted them anyway.