http://dominion.isotropic.org/gamelog/201301/24/game-20130124-125839-0e0204c0.htmlcards in supply: Explorer, Fairgrounds, Fortune Teller, Governor, Harem, Masquerade, Shanty Town, Smithy, Spy, and Throne Room
The above game is a good representation of the power of Governor in even a simple set. There's nothing shabby about 6 Provinces in 12 turns. What's astonishing is that the Governor needs very little support. The only other cards I buy are 1 Masquerade, 1 Shanty Town, 1 Throne Room, a pointless Harem and some Silver.
Masquerade is of course a game accelerator, so that's a key early card.
In terms of using Governor, my first priority is more Governors. Here, I only use the trash function to turn Silver into Governor. This allows me to double up on Governor on turn 8. I don't mind losing the Silver because A) I get them from my opponent anyway B) Governor wants Gold way more.
My second priority is to gain Golds, so I do that several times along the way as I buy my Governors. It can be a bit tricky knowing when to do it, but thanks to Masquerade and Shanty Town, I'm still able to
buy Governor on the turns I use Governor to gain Gold.
So, ultimately the Governor pile is empty and I have 7 of them by turn 9. I have also amassed 5 Gold. The time I had $4, I went for a Throne Room, though you could make an argument for Spy. I have so many Governors, though, I figure I'll never draw it dead. $4s are nice to have anyway, in case I need to defensively trash into Duchy.
You can see what I do on my last two turns. This critical mass of Governors allows me to turn every Gold I have into a Province, and buy the last Province. I know at the end that I'm either buying all the Provinces, or only leaving like 1 of them, so I don't care about giving him a huge hand. If he even gets another turn (he doesn't) there won't be much left for him to do with it.