This is going in the same direction as Brian Ballsun-Stanton’s answer.
Knowing my players, they would actively try to fail and make a competition out of it to get the most candy.
I preferably use the following variations of the same idea:
Pouring deco-sand from a bottle (I like my broken hour-glass for this) onto a plate (when tabletop elements are used in the same game, as specifying relative positions on a map via miniatures, I like to put a mini onto the plate and have it slowly covered by sand).
Remove “gems” from a pool — especially nice when blood-points or similar are represented like that anyways.
Take dice out of your dicebag or put them back in — theatrically throwing them back in made my players call me sadistic.
Turning a D100 (the ball version) and thus counting up or down — this makes it hard for the players to follow your counting and you can bluff rather well.
Blowing out candles (though I prefer that for life-threatening situations when each character and NPC has his own candle and for each death one gets blown out).
Turning handles on a paper clock (like those that are used to teach children to read time) — good, if you need to remind them that “midnight” is drawing near.
If you plan on using such time counting techniques more often, try to give them plenty of time when you introduce this and make actions more costly the farther they get. This allows you to adjust the way your clock ticks to best serve the dramaturgy and atmosphere of the scene, without players complaining about unequal costs.
If you want to annoy your players and keep them from thinking straight (as for simulating great stress for their characters - like loss of mental stability), try playing one of those “time is running short” sound-tracks best known from quiz-shows. Tapping your finger on the table usually does the trick as well. And you can increase the pace whenever they start to get out of character or keep discussing what they should do.
If you want them to get anxious, try looking very concerned and put some additional candy into the bowl after visibly considering back and forth whether you should do that. Or when a player has to take some candy, with the same show as before, you look into the bowl, change your mind and have him put some of it back. Players usually assume that the GM won't kill them — it pays to play into that.
For the introduction to your example: I would make sure, that I am the only one talking, describe the scene while innocently preparing the counting technique, go on describing the video, quote what it says, pause, grin and say “Run!” while taking out the first counters.
From my experience, it makes a lot of difference how you introduce “the chase”.
Then there is the matter of how you translate game time to counters. I am not familiar enough with your system of choice, but I think Flamma’s answer is a good start.
How you choose the ratio between story-telling and rules to determine how they are getting ahead, as always, depends on your preferences as a GM and those of your players.
For my regular group, the approach we settled for is to resolve everything storytelling wise and only throw in dice rolls when they are really needed or when they serve the dramaturgy but nothing more complicated than rolling a die and quickly interpreting the result. But I also once had players who wanted to do a meticulous simulation with rules for every step their characters would make and specific formulas for how much time that would take. While I could never “feel the chase” that way, it seemed to be quite intense for them.
This got terribly long … again.