I developed a new mechanic for an adventure I wrote for Headless Hydra Games (Wreck of the Keening Crone) called "Haste Points." The adventure is fundamentally a race, and the faster the PCs hustle in early encounters, the easier they find the later encounters to be. I thought this mechanic could be generalized as a useful tool for GMs designing time-pressure adventures. I proposed it as an article to Open Design and they accepted it for their Kobold Quarterly magazine.  It's called "Make Haste!" and it's found in Kobold Quarterly issue #20.