Thanks!
I like to try and get the players into a tail spin. You get them to make a rash choice and then develope problems as a result of that choice.
When I ran Tom's Divine Fire game the players had to fill up a vehical with fuel in order to escape. The fuel close to the vehical had been taken by one of the PCs who'd gone rogue and the only other fuel was across the facility in the plane hangar.
So they manage to get the horse's watering trough onto a sled and fill it with gas, pull it to the machine shop while begin chased by a mutated former-ally, and fuel the tank enough to get it to the hangar where they rig up a temporary connecter and hit the switch.
During their daring escape from the hangar before hand they had fired wildly and now they saw a tiny water show of gas spraying from dozens of holes in the fuel hoze. They duck tape the holes, in outright panic at this point, when the sergent (one of the infected original troops on the base) shows up and demands to know why they are out of uniform.
They panic, shot him, and when he gets up again they try to run him over with the still fueling tank, which none of them know how to drive because the character with Operate Heavy Machinary got infected and turned. So, the driver botches his attempt and starts the tank turning in a circle while another PC gets into a fist fight with the sergent ontop of the tank.
The fuel line is now wrapping around the tank as it turns and close to breaking. The last PC, a russian acrobat, run over and jumps onto the tank and pulls out the fuel line, impaling her roll to do so and prevents fuel from spraying everywhere.
At that point they started to remove but having them on the edge of their seats, genuinly worried about the lives of their characters, was very cool.