1. Cell Wars is a tool that should be used sparingly, save it for days where the ratio of reds to blues is skewed way towards the reds, or on days that tend to devolve into mass rebellion anyway (Kids day, Overheal Day, Featherweight day). Using it off cooldown for no real reason is a great way to get hated by the reds.
2. Speaking of, don't get hated by the reds, it makes it a certainty that you'll be dealing with tons of rebels every round. You don't have to get them to love you but they at the very least shouldn't be whining in chat over you simply becoming warden.
3. A good trick order relies on wordplay or careful memory, a bad trick order relies on the order being so complicated as to make it hard to follow. Starting jeopardy with Warden presses buttons only day active is a classic trick order, Bumrush behind the blue line afk afm is a classic trick order. Apocalypse day and its derivatives are shit trick orders, talking super fast is just being an asshole and not a trick at all.
4. Have a large set of options, I distinctly recall you had maybe 3 or 4 things you would do as warden with no variety, which is huge fuel for rebellions.
5. Try to always have the reds doing something, ideally reds should be in or heading to some kind of activity or game by the 10 minute mark and that's being pretty generous.
6. For the love of god, don't be one of those "I hate blues and will punish them" type wardens. It's cringeworthy and makes the game super slow most of the time.