I agree with Teln. If you're really set on Jaws, then go Jaws + Murderous Hurricane, or if you're not i personally prefer Living Lightning + Murderous Hurricane.
Murderous Hurricane is great against hordes, and it doesnt matter if those
3d6 S3 hit or wound, the unit is still treated as being in both Difficult and Dangerous terrain, which should give you some more time to add in extra shooting before they reach you. I've stalled Tyranid charges that would tear me apart from charging me with MH, and it really has its uses. I like Jaws of course, but i find Living Lighting more versatile, as it can target vehicles etc.
I'd also consider going away from full 10 man
GH units because of two reasons:
1. Wolf Guard Pack leaders with Combi-Melta and Power Fist really adds a punch and boosts your leadership, which of course is important for both morale tests and for counter-charge, and you can attach one of these bad boys to your Scout unit. If you add one to your scouts, drop meltabombs and go with
TH on your
WG for just 5 points extra.
2. Giving space for your Rune Priest inside a rhino GREATLY outweighs his survivability compared with giving him
TDA.
I'd also strongly advice against a single drop pod. However cool and strategically advantageous you might think it is, it will get targetted very hard, and will be shot or charged by probably the heaviest hitters the enemy got, or shot to pieces. I tried the single drop pod with a strong
GH unit myself, and that is exactly what happened, every single time. It will arrive unsupported on turn 1 with no chance to delay it for when its strategically valid. If you want to you can add 2 more Drop pods, one carrying the dreadnought and a 3rd empty one (just to be able to
DS 2 of them first turn).
Dropping a 10 man
GH unit together with a dread is an entirely different matter to deal with for your opponent and great way to bring them mutual support up front