My suggestions for successful night games.
If you've never played one, make sure you go to a few before you organise your own.
Single shot is a good idea, or very short bursts at most (3 shots eg) as jcheeseright says overkill is way too easy.
Simple colour designations (tape is too small) go for the simple Black and Green vs Tan format. It makes positive ID'ing targets much easier. Rigs don't matter its the colour of the base camo. If people whinge about it a set of DPM or DDPM shouldn't cost more than about £20 at an army surplus shop.
Have dead players mark themselves with something luminous. In this case glow sticks can be used. Have them stored in a pouch (where they can't be seen), when hit pull them out. This means medics will be able to locate them easier and the opposition will know where they are so they don't light them up repeatedly. Green for the green team, yellow or orange for the tans.
Give plenty of warning so that players can get used to the layout of the site in one case I know a site that we had to navigate in the dark using the feel and sound of the ground under foot. Known paths didn't crunch, off the path the leaves crackled in different ways depending on what plants were in the area. Or super spongy meant you were in the conifers.
Encourage players not to use their torches all the time.
Provide intel via text to the person incharge of each team, it would be good if the person is chosen by the organiser for their experience and knowledge of the site. They don't have to boss people about but they are the most useful information point.
Game ideas,
Most normal skirmish games work well as long as they don't rely on speed. better to be safe than sorry. At night stealth is the key advantage you gain so give objectives with plenty of time, allow teams to pick when and how they will achieve them. So perhaps multiple objectives with different length times they are open for.
One site used strobe beacons of the type used for Search and rescue you either had to get them to a base and switch them on, or switch them off at certain locations.
Limited ammo E&E work well, hunter team vs opposition who have to get around the site without being captured. Hunters get full kit, E&E players have to work in ones or twos, they are allowed a pistol and a single mag and a small (think waterbottle pouch) that can contain water, snacks, and can have some bits of survival kit. They move around the site in an orienteering style challenge either collecting intel, or items trying to make the final extraction point. Routes can be made more difficult as you see fit.
Intel gathering, get into position around a base with patrols out. Gather specific pieces of intel for use in other games.
Base infiltration, get in and out without being caught. Place a post box in the oppositions HQ, you can drop in a slip of paper if you aren't seen getting in, slips of paper = points.
Ambush games are quite good.