How come my character is moving so fast?

I am following the tutorials at Burgzergarcade.com and I just set up the movement. The script itself works but it seems to make me move incredibly fast compared to the tutorial video. Sorry if the code is formatted weird. It might be super fast because the tutorial was not using Unity 4.

using UnityEngine;
using System.Collections;

[RequireComponent (typeof(CharacterController))]
public class AdvancedMovement : MonoBehaviour {
	public float walkSpeed = 2;					//the speed our character walks at
	public float runMultiplier = 12;			//how fast the player runs compared to the walk speed
	public float strafeSpeed = 2.5f;			//the speed our character strafes at
	public float rotateSpeed = 250;				//the speed our character turns at
	public float gravity = 20;					//the setting for gravity
	public float airTime = 0;					//how long have we been in the air since the last time we touched the ground
	public float fallTime = 0.5f;				//the length of time we have to be falling before the system knows its a fall
	public float jumpHeight = 0.5f;				//the height we move when we are jumping
	public float jumpTime = 1.5f;				
	
	
	private CollisionFlags _collisionFlags;		//the collisionFlags we have from last frame
	private Vector3 _moveDirection;				//this is the direction our character is moving
	private Transform _myTransform;				//our cached transform
	private CharacterController _controller;	//our cached CharacterController

	
	//Called before the script starts
	public void Awake(){
		_myTransform = transform;
		_controller = GetComponent<CharacterController>();
	}
	
	// Use this for initialization
	void Start () {
		_moveDirection = Vector3.zero;
		
		animation.Stop ();
		
		animation.wrapMode = WrapMode.Loop;
		
		animation["GoodWalk"].layer = 1;					//this is for the jump animation. I dont have a jump animation. Replace GoodWalk with Jump
		animation["GoodWalk"].wrapMode = WrapMode.Once;		//this is for the jump animation. I dont have a jump animation. Replace Goodwalk with Jump
		
		animation.Play("GoodIdle");
	}
	
	// Update is called once per frame
	void Update () {
		if(Input.GetButton("Horizontal")) {
			_myTransform.Rotate(0, Input.GetAxis("Horizontal") * Time.deltaTime * rotateSpeed, 0); 	
		}
		
		
		if(_controller.isGrounded){
			airTime = 0;
		
			_moveDirection = new Vector3(0, 0, Input.GetAxis ("Vertical"));
			_moveDirection = _myTransform.TransformDirection(_moveDirection).normalized;
			_moveDirection *= walkSpeed;
			
			if(Input.GetButton ("Vertical")) {
				if(Input.GetButton("Run")) {
					_moveDirection *= runMultiplier;
					Run ();
				}
				else {
					Walk ();
				}
			}
			else {
				Idle ();
			}
			
			if(Input.GetButton("Jump")) {
				if(airTime < jumpTime) {
					_moveDirection.y += jumpHeight;
					Jump();
				}
			}
				
		}
		else{
			
			if((_collisionFlags & CollisionFlags.CollidedBelow) == 0){
				airTime += Time.deltaTime;
				
				if(airTime > fallTime) {
					Fall();
				}
			}
		}
		
		_moveDirection.y -= gravity * Time.deltaTime;
		
		_collisionFlags = _controller.Move(_moveDirection);
	}
	
	public void Idle() {
		animation.CrossFade("GoodIdle");
	}
	
	public void Walk() {
		animation.CrossFade("GoodWalk");
	}
	
	public void Run() {							//Need a running animation
		animation["GoodWalk"].speed = 1.5f;		//Need a running animation
		animation.CrossFade("GoodWalk");		//Need a running animation
	}
	
	public void Jump() {						//Need a jump animaiton
		animation.CrossFade("AxeSlash");		//Need a jump animation
	}
	
	public void Strafe() {						//Need a strafe animation
		animation.CrossFade("NormIdle");		//Need a strafe animation
	}
	
	public void Fall() {						//Need a falling animation
		animation.CrossFade("CombatStance");	//Need a falling animation
	}
}

try putting this in:

_moveDirection *= runMultiplier * Time.deltaTime;

where do I put that? in my Run if block? or in my else Walk block?

Nevermind! lol, I solved it, I added it to the end of

_moveDirection = _myTransform.TransformDirection(_moveDirection).normalized * Time.deltaTime;

Thanks for the advice, totally forgot about Time.deltaTime.