Something I’ve always done when describing a scene is make noises. I describe the gunfight with a fairly descent representation of what they are hearing (well, as good as you can do with limited vocal talent…I’m not the guy from the Police Academy movies.) I’ve making a rumbling sound for a scene with a spaceship fly by (preferably accompanied by a miniature being presented) gives the players a bit more verisimilitude than just describing it as a “thunderous rumble”. A .45 auto has a deeper, less sharp crack than 9mm…you can replicate that.

Think of it as less writing a collaborative novel and more like a comic book, or a movie. A “THUD!” or “ffffffwunk!” is better than “He hits you…you take 3 points…”

Making noises improves your storytelling in another way…it requires a level of abandon. You throw yourself into the telling — doing whatever it takes to enjoy yourself, as much as entertain the players. It’s more fun for you, and for the players, as well; a happy GM is much more open to the fun of a game, than one who considers it an art (it is), a science (nope), or looks at it as a craftsman or a professional. When I’m writing up an adventure, I come at it from a writer’s perspective: I research, I grind out material…but when it’s time to play it’s time to PLAY!