Following the rules for Powers is what is ostensibly the "GM's Section" of the Savage Worlds Deluxe book. The Game Mastering chapter gives a mix of terse, yet solid, advice and tidbits that hint at good ideas but perhaps don't go quite far enough. The advice covers rule-based content (know these bare minimum rules when you start play), social-based content (here's how to get a gaming group together), and creative-based content (here's some ideas for making your own setting).
There are some things that I wish the author had given advice about. For example, it would be fantastic if there was some suggestions about what to do if a combat is dragging on and on under the Pacing section. Similarly, while a system for gauging how "balanced" an encounter is versus your PCs is outlined, I think some thoughts on how to adjust published monsters or encounters (especially pertaining to Plot Point campaigns) would be especially welcome. A point of Parry higher than your PCs can comfortably hit tends to make a much bigger difference in Savage Worlds than a point higher of armor class does in D&D, so this is the kind of mechanical advice that matters.
(Here's my fudging advice: if your players are having trouble hitting a high Parry number, even with using tricks and options, have the villain get visibly tired, dropping their guard, and thereby lower that Parry score. Toughness to high to have any damage get through? Have rolls that are close lower that Toughness a bit; their armor is giving out, holes are opening in their defenses, etc.)
Next up is a basic bestiary section. Commonly-found Monstrous Abilities are described, as are a good selection of pre-built foes that skews heavily toward real-world animals and the usual fantasy fare (ogres, liches, dragons, goblins, skeletons, etc.) The selection is not compendious, but it gives you enough examples to work from should you want to stat up your own beasties. Some of the monster portraits in this section are terrible; the ancient vampire makes me sad.
Lastly, the book adds in some useful tools like templates for bursts, turning radius, and cone attacks, as well as a character sheet.
All in all, I'm not sure I've seen better value in a $9.99 core book.
To recap the series:
Part 1: Intro
Part 2: Traits and Character Creation
Part 3: Archetypes and Races
Part 4: Skills, Edges, Hindrances
Part 5: Advances, Summaries, Gear
Part 6: Extras and Wild Cards
Part 7: Combat Basics
Part 8: More Combat Stuff
Part 9: Situational Rules
Part 10: Powers