Take it slowly and don't panic.
Read the tactics before hand.
Be prepared to wipe and few times on each boss and for it to take a few weeks before you are able to clear ZG in one night.
Don't get discouraged.
Take a repair bot or two.
Designate a miner for the entire run and have the
Soulderite sent to guild bank.
Be aware that opening the Voodoo piles may result in the opener being mind controlled. That person will have to be killed or sheeped. As well as the Dolls, there is also a chance that
Blood Scythe Can drop (bop). Give that to a herber and make sure (s)he is the only one to herb in ZG from then on. Herbing in ZGH with the Scythe gives you a chance of
Bloodvine which again should be sent to your bank.
Class tasks for fast trash clearing:
Warriors - there should be only one Tank for trash, the others are DPS.
Mages: Primary task Sheeping adds, Secondary DPS the MT Target, Thirdly AOE some trash mobs (Bats etc.) They also need to decurse occasionally.
Druids: Primary task Hibernating Adds, Secondary curing Poison, Thirdly Healing. May need to go feral for some fights if you don't have enough Tanks. Unlikely though.
Rogues: DPS (as usual) Will need to kick many mobs to interupt them. Some mobs they have to shoot at - Blood Drinkers for example.
Warlocks: Primary task DPS MT Target, Secondary AOE (as with mages). Shards are 10 a penny in ZG so Healthstones all round and constant SS on MT and Priests as needed.
Shaman: Anti Poison totems, cleaning, Healing, DPS if needed.
Paladins: No idea - dopn't play Alliance. I assume Blessings all round + Heal and Cleanse Poison.
Hunters: Nature res Aura + DPS
Priests: Heal and cure magic (random polymorphs into toads and silences from some mobs) Will also need to shield AOEers.
When you first enter ZG you will see two humanoid mobs almost in front of you. There are also two more to your right and a Patrol of 2 Snakes that will come up the path. It's tempting to think you can tank both inital mobs at once, and you probably could.
However, they are axe throwers and do a hefty aoe whirling axe throwing wossname that hits clothies for a lot of damage. They also knock back. If it goes wring you end up with 6 elites and a lot of damges dealt.
Whilst learning ZG it's much better to sheep/sleep everything execpt the MT Target. With 12+ DPSers all hitting the same mob that go down like the proverbial sack of .... Having 2 or 3 (or more) of them running about leads to long messy fights and more down time for your mana users.
OK, I mentioned the axe whirlers. You'll also see a lot of snakes. They have a voley poison spit that hits for intial soso damage + a nasty DOT. This DOT need to be removed asap - Druids and Shammys (Pallys??) do this. These are the mobs that the Druids need to Hibernate if they add - Most pats in the early pasrt are Snakes.
You'll also get troll preists. These need to be silenced - shield slam and Kicked etc. or they put up a shield to prevent themselves taking Magic damage. They also heal themselves and others and randonly poly a member of the group.
Berserker Patrols. Big Buggers that fear and thunderclap and charge (knockback) Try to fight these in a cleared area or you could get adds from the fearing.
Bat Packs. One or two mounted Bat riders + 4/6 Bats. Both the Mounted Bat Riders have to be tanked apart from each other and the BATS AOEed. Not hard BUT at about 20% HP your tank has to stop tanking and run away from them - as do any melee class that may be close. When they die the Bat Riders explode doing 6K+ damage. Your tank MAY survive, no one else will. running away at the right time takes a bit of practice. Remember to tank them away from the group and away from each other.
Spider packs - " big red" Brood mothers + a human (shadow Priest) and a pack of little spiders. Sheep/sleep the brrod mothers and the Humanoid. AOE the littles. Then DPS one brood mother. When she dies she spawns a lot of Little spiders - aoe these. rince and repeat.
That's enough to be going on with :D