I've had decent luck with this:
http://deckbox.org/sets/457569?v=v
It's technically legacy as it's built now, but you could make a few changes and get it modern playable. Many people will argue that
Simian Spirit Guide doesn't belong in this type of deck, but I've found the extra speed boost to be worth it.
Consider the vortex already mentioned and possibly
Anarchy for the sideboard as a way to get around
Ivory Mask type effects and it's generally good against white decks.
My favorite win with this deck was turn 1 mountain, remove
Simian Spirit Guide from the game drop
kiln fiend. Opponent turn 1 played forest
llanowar elves. I play
Mountain (that I top decked I kept a 1 land hand),
Lightning Bolt to the elf,
Assault Strobe on
Kiln Fiend, remove spirit guide in my hand from the game to cast a second
Assault Strobe. My opponent laughing says, "You can't give it double-double strike." Me "I don't need to, it gets +3/+0 for each instant or sorcery I cast. I attack for 20 (a 10/2 double strike)".
Note that this is not typical, but turn 2 wins do happen.
edit:
TyWooOneTime wrote:Here's the deck in case anyone was curious: http://deckbox.org/sets/479188
After looking at your deck, I would remove
Goblin Fireslinger. He's too slow even if he does interact well with
Chandra's Spitfire. I'd also remove
Incendiary and
Mugging. Add more
Lightning Bolts and
Lava Spikes.
Guttersnipe works well with anything that also draws you a card (such as
Manamorphose), otherwise you may want to consider something more immediately aggressive. Also if you don't have the
Lava Spikes and the
Lightning Bolts consider
Flame Slash. Even at sorcery speed 4 damage still kills a lot of threats.
Red decks like this need to hit hard and fast. Look for the burn spells that are the most efficient or that you can re-use. Spells with Flashback or Unearth will help you reach the final points of damage.
Barbarian Ring is playable, it hurts you early, but it is colorless damage that can be just enough to end the game later on.
Hellspark Elemental unearths to hit a second time.
Fireblast can get those final points of damage in even when you're tapped out.