Nobody likes traps. Even interesting traps are all after-the-fact affairs. But they don't have to be. A GM could, for instance, keep a handy deck of cards on-hand so they could describe the effects of a trap just before they happen. Just before the players find themselves, crushed, broken or splattered - they can see it coming... and maybe, just maybe, seeing whats coming will let them do something about it. Something other than "make a save".
That's what these cards are for. Trap cards! The cards are broken down into three decks: hazards, mechanical traps and magical traps. You can pick them ahead of time, or draw randomly as the chaos unfolds, and then pick your favorite or the most applicable cue on the card to read aloud.