Since the name of the game in Omaha is to assemble the killer hand, it
essentially becomes a drawing game. You take the possibilities you're dealt with
the hole cards, determine what you can make out of it, watch the community cards
as they fall with a careful eye on what they're doing to your chances and bail
if it becomes clear that things are going sour. You can burn off a lot of chips
hanging around to see if things improve.
The strategy guidelines for Omaha run into the dozens because of the number
of cards in play and the two-from-four rule. To make a long story short, it's
generally advised that you stay in if your hole cards integrate well --that is,
they form the beginnings of several good hands-- and muck them if they don't.
Rookie Omaha players are often suckered in by a solid pack of hole cards or a
strong string of community cards. Remember, Four to a Flush in the hole is
useless because you only get to keep two of them. Ditto with the community
cards. There is no point to betting on cards you can't keep so remember: two
hole cards, three community cards, no exceptions, period.
Watch out for busted hands in the initial deal: two cards might start a
Straight and the others a Flush, but there's no crossover in that you can't
recombine the cards to form yet another hand, like a Straight Flush for
instance. To avoid chasing rainbows, muck pairs of orphans unless they're
top-nut beginnings.
Beware of "second nut" hands, those where even if you got what you
needed it still wouldn't be a boss hand. Many an Omaha player has gone home with
empty pockets and the haunting feeling that they should've learned something
from the experience. Second nut is second place --if you're lucky-- and you
should play accordingly.
Finally, don't stay in hoping things will get better. If the flop goes
against you, muck out because if those three cards haven't helped you the
chances are that nothing else will. The smart money says keep your chips for the
next hand.