Check out Putting a Bullet in Descriptive Text from Charles Ryan.
It closely matches how I prep descriptive text for my own sessions. And, as you can see in Complex of Zombies, I actually push this philosophy even further: Every aspect of an encounter area is keyed as a clearly titled and easily identifiable “chunk” that allows you to instantly grasp the entirety of even the most complex areas in a single glance.
I’ve been thinking about writing a longer essay of my own on this topic for awhile, and I probably still will at some point. But, in the mean time, check out Ryan’s piece.
I think bullet points work way better as a way to describe things to the DM (as Complex of Zombies does) than as a way to describe things to the players (as Ryan does). Here’s another example of using bullet points to build a session without getting bogged down in detail.
Goodman Games’ Castle Whiterock used the same approach, mixing up standardized headings like “development” and “tactics” with memorable ones. It’s not “treasure”, it’s Peduncle’s Stash, Part I). It’s not “terrain features”, it’s “Watch Your Step” (boards with nails in them serving as caltrops).
A good start. But he needs to take it to the next level.