The way I heard initiative explained, initative is added each turn, and you get a go when your initiative reaches 100. So in other words if your initiative is double another units you get to go twice as often, which makes initiative very important.
I have noticed that if you give a unit a big initiative boost, e.g. by using Haste, they quite often seem to get two moves, one after the other. Not quite sure why this is, it doesn't seem to fit the explanation.
Assuming this is how Initiative works (seems right to me), the 'Turn' thing is something that happens in the background. From what I've seen, the game will add the initiatives of all units each 'round' until someone crosses the 100 threshold, at which point units act in order of the highest initiative over 100, and works down to 100 (subtracting 100 from your accumulated initiative in exchange for your earning an action).
Air Elementals are awesome at initiative. They have an initiative of 36. By comparison, an Earth Elemental has an 18/19 initiative, so you can see that the Air Elemental will get roughly twice as many actions as the Earth Elemental.
Initiatives for most units start at 20, with weapon types affecting this (clubs are -4 to initiative, for example). So you can see that, with say a special sword that gives you +3 to initiative, a hate stone (+1), an enchanted backpack (+1), and a haste spell (+3), and those Soldier boots (+1), your initiative is now 29. So versus a clubber with a 16 initiative, you are getting 1.8125 actions for every 'Clubber's action. Essentially, you'll squeeze in that second and third attack before the clubber gets his second attack.
Or, to put this another way,
29 initiative will act on round 4 (116), will act second round 7 (203), round 11 (319), and round 14 (406), round 18 (522). Total 5 attacks. Note the two attacks vs one fall betweens round 7 and round 13, and betweens rounds 13 and 19.
16 initiative will act first on round 7 (112 initiative), round 13 (208), and round 19 (304) Total 3 attacks.
Oh, and if said Air Elemental is nearby...
36 initiative acts on round 3 (108), round 6 (216), round 9 (324), round 12 (432), round 14 ( 504), round 17 (612), and round 20 (720). Total of 7(!) attacks, versus the Clubber with 3 attacks and the awesome swordsman with 5 attacks.
The average engagement probably doesn't last 20 rounds though... unless opponents are evenly matched, both initiative wise and with high defenses (more 'plink' attacks).
Of course, you are probably trading attack strength and such for all of those initiative boosting items (instead of other buffs), but with the right sword, if you kill your target before he gets to act, it's academic. Plus, he (usually) gets some counterattacks in to boot, except against those annoying spearmen...