Make sure to use your king! When all else is equal, the side with the more active king will get the upper hand. If you're unsure how to evaluate a knight endgame, try to see which king is closer to the center or queenside -- the closer king will be able to contribute to the action first.
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[Event "rated untimed match"] [Site "?"] [Date "1973.??.??"] [Round "?"] [White "Flesch"] [Black "Farago"] [Result "0-1"] [Annotator "David Hayes"] [BlackElo "0"] [FEN "8/8/6p1/5n1p/4Bp1P/5P1K/5kP1/8 b - - 0 1"] [SetUp "1"] [TimeControl "0"] [WhiteElo "0"] 1... Kg1 { Trapping the white king.|The Knight will go to g3, h1, and f2 for mate. } 2. g4 ( { White can try: } 2. Bxf5 gxf5 { White enters a losing pawn endgame. } 3. g4 ( 3. g3 Kf2 4. gxf4 Kxf3 5. Kh2 Kxf4 6. Kh3 Kf3 7. Kh2 Kg4 8. Kg2 Kxh4 9. Kf3 Kg5 10. Kg2 { The pawns will promote. } ) 3... fxg4+ 4. fxg4 f3 5. gxh5 f2 6. h6 f1=Q+ { Black wins with a large material advantage. } ) 2... Ng3 3. Bxg6 Nh1 4. gxh5 Nf2# 0-1