Heya, Decorded, I'd like to congratulate you on the new run! It's much better than the first one.
You've got all of the right motion in your run, I just feel like it's a little bit disjointed. It just needs some more polish. Most of this would be intuition. Study what happens when you run yourself. See what it is your body is doing, and really focus on the key points in your motion. Find out where your highest point is, and lowest point. That's usually a good place to start for key frames in a running animation. Everything beyond that kinda builds on the key frames, and I'm sure you could figure the rest out on your own.
Here's a little edit to illustrate:

While all of the motion should mesh well, it's important to remember that each joint or point of motion is partially independent. The hips pull the knee which pulls the ankle for example—that really affects how all of a person's limbs will move through each frame. Make sure those points of motion make sense. It's extremely rare to have motion not go in a nice, swooshy, fluid line.
Yours:

Mine:

Obviously, mine has its fair share of problems, but I hope that it'll give you a good idea of where I'd go with this. Oh, and I'd recommend not adding the horizontal head movement. It just makes it look strained and more choppy when it's actually in game.
Remember, you've got all of the motions down really nicely; it's just a matter of going in and tweaking things.