Feel free to either PM on the forums or in game (IGN: Sven Aite) for a run. My prices are much cheaper than the other "established" runners and payment is made in partial payments at the end of each leg of a run.
I will only go into the build order and skills for a W/Mo runner because that is what I am most familiar with. However understanding the reasoning for choosing such skills will apply to any profession.
1) Professions for Running
Either Warrior or Rangers as a primary or secondary class is needed as they have the best running skills.
Warrior as a primary profession is preferred for max armor, but Rangers and other professions benefit from a higher energy regeneration. Some of the earlier runs can be done simply with no running skills, but later on running depends on the ability to out-tank the damage done rather than out-running the enemies.
A second profession is not necessary for running, but some form of healing and condition/hex removal is always a boon.
2) Armor / Items
Droknar's Forge armor should be a necessity, however any run done before Yak's Bend can be completed easily by any profession with any armor. I have done many runs in the Ascalon City area with a level 7 E/N (no form of healing), pre-searing armor, and henchies.
Vigor and absorption runes are very helpful but not a necessity. My W/Mo only has 510hp with a minor absorption rune.
For weapons and offhand items, choose items that either boost your health or energy. I prefer to run with a +12 energy healing ankh (req 7) over a shield that has absorption.
3) Skills
Sprint
Bull's Charge or Charge
Balanced Stance
Defensive Stance
Healing Breeze
Purge Conditions
Mending
Smite Hex or Holy Veil
Bull's Charge vs Charge - Bull's Charge should be used in most scenarios since both Sprint and Bull's Charge are both strength based while Charge is tactics based. However Charge's advantage is that is a shout and not a stance, therefore you can stack other stances on top of Charge (basically Balanced Stance).
Smite Hex or Holy Veil - Use Holy Veil when the majority of hexes are damaging, use Smite Hex when the majority of hexes are slowdowns.
4) Attributes
Healing Prayers (8) - Minimum requirement for 3 pips of health regeneration.
Strength (12) - Both Sprint and Bull's Charge are based off Strength
Leftover Attributes - I place it in Axe Mastery in case I need to fight my way out. There are cases when you're hit by Pin Down or a slowdown hex, it is actually faster to kill the enemies than to run.
You might want to put the rest of the points in tactics when running in more difficult parts of the map to take more advantage of the stances.
5) The Actual Run
a) I find it works best to use the minimap (hotkey U) and not the compass oriented minimap at the top right by default.
b) Warriors only have 2 pips of energy regeneration so you will not be able to keep non-stop Sprint and Bull's Charge with Mending on. For earlier areas will you will not take much damage, it is much faster to just run through without mending. Mending should only be used in areas will you be slowed down and taking considerable damage.
c) Maximise your increased running speed time by chaining the next Sprint or Bull's Charge only when the first one has worn off or is blinking really fast. As long as you have 2 pips of energy regeneration, you will be able to maintain non-stop Sprint or Bull's Charge for the entire duration of a run.
d) You can sacrifice health for time by simply running through most of easier enemies. There's no need to avoid them.
However the aggro range for creeps is a little farther from the halo around your corner in the top right mini-map. When trying to run while avoiding damage, find a path where no enemies will enter that halo.
e) When slowed down try to use either Purge Condition or Smite Hex to stop the slowdown.
Even if a hex or spell slows you down 25%, using Sprint or Bull's Charge will not bring your speed to 100%. Instead, wait until the hex or condition is flashing to start the Sprint. In the meantime keep moving (albeit slowly) towards your destination or safe area depending on your health. If you know that you will be taking too much damage, use Defensive Stance to minimize as much damage as possible.
6) General Tips
a) The cheapest way to learn how to run is with a friend. Besides that, pay for a run and suicide yourself immediately and then watch the game from the runner's point of view. You will learn the runner's skills and certain hiding spots or shortcuts through this method.
b) Run with henchies when facing slowdown issues. Not only do they provide more targets for the enemy to waste hexes / cripple on, calling targets will make your henchman attack ahead of you and engage allowing you to run away damage free.
c) Facing constant knockdowns use Balanced Stance with or without Charge.
d) Hydras' Meteors are area of effect like Fire Storm. You can use Balanced Stance to counter the knockdown but you can simply outrun the Meteor and its knockdown by Sprinting / Charging.
Please contribute any tips or strategies you have to running. Thanks for reading!