Leaving aside all the interesting movie stuff in this article, there's a bunch of central core advice that seems to me to be very useful for GMs. A common problem in RPG action scenes is systems that presume that "will the game continue or not?" is an interesting and engaging question. Often this isn't the case - take, for example, D&D3e and later, which explicitly pivoted to "how much of your resources will you expend to survive?"
Rogers notes that movies have a similar problem - barring the occasional Dramatic Twist, we don't question that the heroes will survive. Successful action scenes have suspense elements that revolve on things other than the protagonists' survival.
I think this is the important ingredient that was most notably missing from D&D4e's encounter design formula, the thing that, ultimately, wound up making them feel dry and predictable. It was a real shame, too - a lot of the encounter previews did include these elements, which made their absence in the early published adventures and GM advice all the more tragic. Other games have done this well - Mouse Guard and Dungeon World are noteworthy, with systemic answers for putting things other than survival at stake in both a moment-to-moment and scene-level sense.
The basic technique, though, is something that can be adapted to games in any system or setting. Protecting an NPC, thing, or location is - as Rogers points out - an easy way to add tension, but is also easy to overuse. Another source of tension is an opportunity for a resolution with a lower personal cost. Can you manage to beat the opposition and employ the "clean" solution, or are you going to have to do things the hard way? This seems like it'd be especially effective in games with morality stats, like the WoD games.
Finally, this seems to offer a lot of opportunities to address one of the most troublesome assumptions of the RPG form: all problems must be resolved with killing. If the successful resolution of an action scene doesn't come down to "kill them before they kill you", non-lethal takedowns become worthwhile, even if they're more difficult. If you're clever, good, or lucky (pick two) you might even be able to get what you're after without any violence at all.