Re: General Chat
The purpose of this club is to let people practice/show off the finer points of GURPS combat. Gurps does have a lot of options, and some folks know them very well. I think the times I've been the most blown away are when I was GMing a Monster Hunters Warrior who had the chance to raise skill and get nice gear. At about skill-20 with a melee weapon and either weapon master or trained by a master, gurps melee combat suddenly gets a learning curve, and people used to that sort of play can do some insane stuff. I think this also happens in DF, but I've never played DF.
For the basics of melee combat options, I open martial arts chapter 4, and just skim through it for the things I need (the PDF table of contents is great for this). Sometimes it will point you back to the basic set.
For remembering all of the little things, there is nothing like playing the game to learn it. At some point you have to either sit down and pour over books or watch someone who knows all the little tricks, and take notes.
As for knowing about obscure options like DF 11's Run and Hit, That's why I try to specify which books a given scenario is using. I don't think anyone has a list of all those options, other than mental. That option is certainly a surprise to me.