Oh, and if you have hints of your own, please share them.. I know I'd be happy to read what other coaches think is important

Here goes:
#1 - Rolling dice is a Bad Thing(tm). Avoid it as much as possible.
You'll just end up spending your rerolls, or worse..
Seriously though, move all players which you don't need to accomplish your short term (ie, the current turn) plan first if they don't need die rolls.
#2 - Make your opponent roll as much as possible
Ofcourse, this doesn't mean you should put your gutter runners up against block/tackle dwarves... Forcing your opponent to dodge is always very nice... Especially if you have any combination of tackle, diving tackle and shadowing.
#3 - Never, ever reroll a pushback
Ok, so I tend to break this rule alot, but most of the time it's pointless.. Especially since we have a house rule limiting team rerolls to 2 (yes, two).
#4 - Know yourself
Make sure you know your own strengths and weaknesses. Study your own games and how other players play the team. Try to find common positions, both good and bad, noting how they appeared. Also, keep track of how the play continues from those positions. Knowledge of variations of play is a very good thing.
#5 - Know your enemy
Try to play at least a couple of games with all teams. Get a feel of the weaknesses of the teams.. Then look at how other (more experienced) players handle these weaknesses
#6 - Plan ahead
Don't for a second think that it was just a lucky coincidence that your opponent happens to have that player with strip ball just where you want to move your ball carrier... Make sure you plan for quick lashbacks due to a failed pass or whatever (see #1)
#7 - Outnumber your opponent on your intended path of attack
Also, try to make your opponent spread out their troops, moving away one player from your defensive box to a threatful position will force your opponent to follow with one (or two if you're lucky) player. This means it will be even easier to get through his defensive line.
-- Christer