Divided attention - Just like real life players can choose how to divide their attention. Each character has an Action Queue that defines what skills they are attempting to use at the current time. Since skills permeate every part of the game, they are able to declare any actions that could be imagined. Every skill has a speed associated with it based on the level of proficiency of the character. This speed translates to a colour. Thus a charging warrior may declare that they are running towards one opponent with their sword brandished, guarding themselves from a second, and rummaging for their lucky rabbit' foot with their left hand. Each action, including changing their plan (initiative) gets a colour. When that colour is declared they may activate the skill (or complete the action).
Focusing on an action allows them to perform a task (skill) more rapidly, but even in these cases they are constantly being polled for new actions so that they can adjust their strategy to the changing action.
Calling out the sequence - The combat sequence is driven by the calling out of colours. When a colour is called that corresponds to an action, the action is resolved and the sequence continues. A wheel (or sheet) with strategically placed colours is used. Faster colours appear more often on the wheel and slower colours less often. The wheel is not spun, but advanced one "click" forward for each tick of the clock. The wheel preserves both the mathematical average while having minor random fluctuations to prevent predictability.
Depending on the style of play that you want to achieve, there are various methods for calling out the colours. Any number of wheels may be used ranging from one wheel for all characters, to one wheel for each character. Having multiple wheels prevents characters with the same colour for a specific skill always acting at the same time. Whatever solution is chosen will be equally fast and depends largely on how much control the storyteller wants to rest with the players.
Speed and Technology - An automated Excel© spreadsheet that I have developed gives a technological tool for this purpose. The sheet can automatically calculate and track the actions and skill results of any number of participants, each operating on a separately generated colour wheel. Since the computer never needs to pause on a colour with no action it can skip to the next action moment. Furthermore, it can automatically create a skill roll for the non-player characters. These three advantages means that the group can run at the maximum level of detail and still shave a few seconds off an already fast-paced model. Its your choice -- cheetah or sports car.