I think dungeoneers with an impetus about them really made a quest stand out. Also, I think a lot of the dungeoneers who thought for themselves tended to get further. That would cover a little bit of impatience maybe, thinking for themselves, offering suggestions of their own, or having the poise to run a conversation themselves without having to repeat everything told from an advisor. Quests were livened by more engaging dungeoneers, such as Richard (S5), Scott (S3) and Sofia's banter with Elita (S6) - after all; the game was about wit, quick-thinking and teamwork, and with a dungeoneer acting as a puppet rather than a team-player, it gave the team every chance of doing well when they provided a 4th brain and opinion within a team.
Kieran - is the team you were thinking of Alex's team: S7, team 3 (lad in green shorts)? - I was quite impressed at his urgency - given there were goblins after them, and was just frustration at getting nowhere very far, very fast. I think it occured more often when dungeoneers were faced with puzzles such as causeways and anything requiring quick movement. Examples that spring to mind include Ben (Winner S6) telling his advisors not to wait for him to comment on what was lying on the great causeway slab, as it was only food, and to get him onwards regardless; and Chris (Dungeon Saviour S6) in the best ending of a series (imo), when kept waiting in dangerous situations, such as Witchhaven.
I'm now tempted to listen to S Club 8's 'New Direction' for some reason... erm.. don't let that govern any replies.