Are there any official rules for movement being hampered in an enclosed space. It seems to me that 3x/4x running should be quite difficult in halls where you would have to turn tight corners and such but nothing is really specified about this situation that I can find.
A creature that moves its Speed isn't running. Running is different. The Run action reads
You can run as a full-round action. If you do, you do not also get a 5-foot step. When you run, you can move up to four times your speed in a straight line (or three times your speed if you're in heavy armor). You lose any Dexterity bonus to AC unless you have the Run feat.
You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.
You can't run across difficult terrain or if you can't see where you're going.
A run represents a speed of about 13 miles per hour for an unencumbered human.
So, yeah, a creature can go really far in a full-round action of running in straight line, but the creature must stop before it can turn a corner.
Note, also, that for really tight spaces squeezing is another thing again.