Give 'em a nudge. Is your opponent intentionally stalling, or slowing down the game hoping to make you quit? Watch for the Nudge button to appear. By clicking it, you'll force the other player to make a move, or be disconnected from the game.
Closing time. Close your 5-point and 7-point as quickly as possible. If necessary, use the stones on your opponent's 12-point to help. Next close your 4-point, then any additional points on your home table.
Protecting blots. When moving a stone out of your opponent's home table early in the game, get it as near as possible to your opponent's 12-point. Moves to the 9-point or the 7-point should be avoided, as they make the blot too easy to hit.
Splitting runners. You can split the two stones (called runners) on your opponent's 1-point early in the game. But it's generally advised to leave them alone early in the game unless they can hit a blot or be moved together. This could happen by rolling 6 and 6, or 4 and 4, for example.
Creating primes. Hit a blot on your 5-point, even if you have to leave a blot, with the expectation of covering it on your next move. This can lead to a series of six adjacent closed points (called a prime)—a barrier that puts you in a strong position to win.
Watch pip counts. The pip counter tracks how many points you must move to bear off your stones. If your count is much higher than your opponent's, you might want to play more aggressively than if your pip count was lower.
Figure your end game. If your opponent offers to resign, you can refuse and try to get a gammon, which will double the points shown on the doubling cube.