I'll pop in to inject some thoughts on the revenue stuff.
So yeah, if you run CPMStar ads through our Flash Ads system, you get the same deal that a publisher site would get working with CPMStar directly. NG gets a commission from CPMStar's profits. User pages are the same way right now - you have a single 200x200 ad and you get the same deal you would get if it was your own website. When the user pages go wide, that ad will switch to a better paying 300x250 ad and we plan to add top and bottom banners that work the same way - so user pages will actually become as profitable as running your own website.
My goal is for all user generated pages to work this way. Right now you get rev share on your Flash, Music and Art, but it only does so on the 300x250 (or 200x200 in the case of Audio and Art) ad. The long-term plan is for every ad on the page to work that way.
The bottom line is that NG can't run without ads, but I am not happy running ads unless we are a passive beneficiary of the ad revenue. Our core budget will come from places such as the front page and games page and we'll make additional commissions from the content and user pages as well as the Flash Ads system. So really, more people running Flash Ads will speed up the progress towards people earning more money from their in-page ads as well.
And then there is the common complaint that money has ruined the scene...
The problem isn't that you can make money from Flash nowadays, it's the sort of people it has attracted to the scene. The challenge for us as a community is to reward the people who have a genuine passion for their craft and ignore those who just came along to cash in with crap. This is mostly in the games space and they are usually pretty easy to spot because their games are completely devoid of personality.
Money can ultimately help the scene if it goes to the right people. A lot of great artists aren't making Flash because they have taken other jobs that keep them busy. If those guys could make more time for Flash, they would be doing more fulfilling work and probably advancing their skills more than with other jobs. Castle Crashers wouldn't have been possible if I hadn't spent years making free web games. Experience is more valuable in the long-term than any immediate paycheck, but sometimes you need that check to pay your bills while you're gaining experience.