camera rotation using lerp issue

I have code to look between different points and i want a smooth transition so I am trying to use lerp but it still jumps straight to each rotation without any transition. Inside the fps script I have:

on switch view button press{
lookTarget = transform;
lookTarget.LookAt (waypoints [viewWaypoint]);
}
void RotateView()
		{
			transform.rotation = Quaternion.Lerp(transform.rotation, lookTarget.rotation, Time.deltaTime*10);
		}

Any ideas??

Quaternation.Lerp interpolates between two points, based on the third argument. You must call it every frame untill the transition is finished. Also read the docs: http://docs.unity3d.com/ScriptReference/Quaternion.Lerp.html
The third parameter will get clamped to [0, 1], thats the reason why your camera reaches its point instant. Remove the 10 and put the lerp function somewhere in the update methode.