Great modules you've picked, Gerry. I would have to say Death Duel is far better for a Con than Island of Doc Apoc, though (IMHO). I've run each of these numerous times (at least three each), and I recently (a couple of years ago) ran DD at a Con (in a five hour time block).
I played the starting part (with the storm and all), but then I'm a veteran V&V GM, and all of my players were experienced with the system as well.
A couple of pieces of advice that I would offer:
1) Pay attention to the time (actual time) as GM, and move things along as need be. In other words, if the players get "analysis paralysis" (as Duroon put it), kick start things by having the players discover a way into the robot, or whatever. You don't want to have ALL of the time spent only on the opening skirmish (fun though it may be).
2) Make sure the characters all have a chance to shine, and make sure none are too weak. The two lamest things that a new player could be saddled with are a really low chance to hit and/or a really low Agility. A character like Behemoth (any brick, really) might LOOK really cool and seem fun to play. But if the other characters are moving three times to their one, and when they FINALLY get a chance to move, and then they roll decently (let's say a "10") and they miss, they are going to end up really frustrated. Balance things out so that your HTH combatants do a solid amount of damage (but not obscene), and have a good chance of connecting (with Heightened Expertise and/or Natural Weaponry if needed).
3) As Duroon suggested, a trick that can REALLY speed up combat is to figure out all of the chances to hit ahead of time. This can make combat "scream", as all the players have to do is tell you what they're doing and who they're attacking, and all YOU have do is cross-reference their attack with a particular defender and see a number. That number (or less) is then what they need to roll with a d20. Simple. Quick. Elegant. No hunting around and looking at charts and doing math while the combat is rolling. Your players will appreciate it, and - since you'll know all the characters ahead of time - it's just a matter of time of figuring things out beforehand (both for the Destroyers and the robot and the PCs) on what it takes for one character to hit another.
Best of luck, Gerry! I think you've picked some fun adventures, and they should be a great deal of fun. Be sure to tell us if you're going to go with The Island of Doctor Apocalypse, as - if you do - I'll have some hints and insights on what you can do to speed things up.
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