Runemaster: A game where both players seemed in a great hurry to exchange pieces and reach an ending and then kept exchanging to reach a K+P ending.34.c3 was an important finesse, as it gains a tempo. If instead simply 34.h4, then both White and Black take five moves to queen a pawn - White might queen with check, but with the Black pawn on the seventh rank and the White king so far away, it should be a draw.
After 34.c3, the Black king has to capture the two pawns in reverse order and therefore finishes on c3, blocking its own pawn. Moving the king again means White has gained a vital tempo.
From my own games, I would say that these sorts of little K+P endgame tricks are very easy to miss, particularly with fast time controls, but they can make all the difference between a draw and a win.