Use a skill challenge
Pathfinder makes the tradeoff of using a very simple pass/fail system for its skill checks. This makes them fast and easy, but means they don't get the drama that the more detailed combat system has.
The easiest way to add more detail to the skill system is to borrow the skill challenge mechanic from D&D 4e. This basically means using a series of skill checks that allow for pass/failure.
An example skill challenge might look something like this:
The party must achieve 10 successes on primary tasks before they get 10 failures.
The primary tasks are: Diplomacy, Survival, Sense Motive, Knowledge (local).
Each primary sill can be used no more than three times.
Secondary skills don't count towards overall success, but provide a +2 circumstance bonus to the next primary task.
Secondary skills are Perception, Stealth, Bluff, Intimidate, Disguise, Appraise.
Each character must perform a task (primary or secondary) before a character may attempt a second task.
Tweak to suit your party, and the difficulty you desire. The goal should be to have everyone involved, and to have the party make some decisions.
For each task, have some narrative piece connected to it. If the players supply their own ideas, use that instead... And give a circumstance bonus if they're particularly clever.
But what if we add more power
If this is a big deal for your campaign (and you have time on your hands), you can take it further and turn this into a bit of a mini-game. You can have the players "attacking" somehow with Survival or Diplomacy, and the wizard "defending" with Stealth and Disguise.
I won't go into much detail here, because I haven't actually done this (and it's almost always overkill). But here are some examples to get you started.
Perhaps the wizard's stealth becomes a pool of "stealth points" that the players wear down. The lower the wizard's stealth pool, the easier it is to perform the action to catch him.
The players get a fixed number of moves before the wizard succeeds (alternately: the wizard must make a series of checks to succeed, but gets bonuses as time goes on).
Moves can either deplete the wizard's resources directly, or can be a tradeoff: spend time and a resource now, to hopefully generate more effect later. For example, recruiting the thieves guild might cost gold, but degrades the wizard's stealth over time.