
Tune Your Drums - When working with sampled drums, drum machines, or drum machine emulators, make sure to tune your kick to the fundamental frequency of the song. This will allow the kick to sit in a comfortable space that is pleasing to the ear. Also, for most dance music you would want to use more than one kick. I usually use a series of 3 kicks together in the following manner:
1. Sub-bass kick - you can create this with a virtual drum machine such as D-16's Drumazon, where you can emulate the classic sound of a 909, a preset in a soft synth like Rob Papen's Predator, or of course, if you have an analog synth or drum machine you can get your sub sounds from there. Use caution when adjusting the ASDR settings for the sub bass because it can become fatiguing if there's to much sustain on the kick, as it can also be difficult to tame in your mix - A little goes a long way in this frequency spectrum. This usually lies in the 30Hz to 70Hz range.

3. Click - the third component to add can be a click or pop. This doesn't necessarily have to be tuned like the others. This adds a snap to the kick, filling out the sound so that the ear hears an attack on top of the full sound of the kick. This frequency range may be much higher - anywhere from 3k to 8k.

Groups - Create a drum group in which to process all your drum tracks. I sometimes like to make two groups, one for drums and another for loops. This way you can process the elements individually, then mold the sounds together. This also helps if you
are adding filter sweeps or low cut effects on the drum tracks - you can easily automate these effects to the whole drum bus while keeping the individual instruments in balance. Generally a compressor with some gain reduction and a moderate ratio (no more than 4:1) on the drum group works to glue the sounds together.
EQ - I usually put an EQ insert on each track and sweep upwards to the fundamental tone of the kicks and snare to clean out any low end frequencies not needed in the mix. Sometimes EQ can be used to also clean out any high-end overtones present in any of the drum parts, especially if you're using some of the more tuned percussion parts that have higher frequencies that may cloud the mix if they're in the same register as a vocal or other instrumental part. Like usual, try not to use additive EQ when possible, it's always better to cut than to add.
Dynamics - When using compression or limiters on your individual drum tracks, pay careful attention to the attack and release times. This is what can make the drums sound muffled and lifeless if overused. I don't usually advise mixing with tracks soloed, however sometimes I will solo the snare drum track or tracks to hear the exact amount of compression and how the attack and release times effect the transients and fullness of the drums. Gating can also be very useful when your snare sources have extra reverb or long decays. You can either side-chain the gate to the fundamental frequency of the snare or just use it to cut off the tails to allow more room in the mix in more of a linear aspect.
Effects - If you want to add a small amount of reverb, try to do it on select instruments within your drum group. Delay can be added slightly to either high-hats or shakers, but make sure that the delay setting is not too active or long (try 1/8 or 1/16 notes - not dotted). If the delay times are too long or active, the sounds can loose definition and the mix can become washy. When adding any types of effects that can effect the stereo image, make sure to periodically check you mix in mono to ensure that phasing is not occurring.

If you start your mix by laying a solid, harmonic drum foundation prior filling in the instruments in the rest of the frequency spectrum, you will immediately notice your tracks getting tighter and sounding more full, allowing you to achieve big drums capable of droppin' the boom!