Nice article, lots of valid points. Here is how I broke it down:
Don't make horrible products
Don't spend money that isn't yours
Plan, plan, plan and plan
Deliver, deliver, deliver, deliver
Kickstarter is not a profit machine (that bit is my own)
Having run very large projects (non-KS), It all starts with a scope of work. Into that create a budget plan and a projection. Develop a deliverable timeline and communication plan. Manage an issue list and change control documents. Create an action plan for after market sales and distribution. And then create a project specific receivables and payables account. With KS, I never plan a profit, in fact I expect to take a loan from our holding company as the investment on the product creation. The profit should come from surplus sales on KS or after market sales. My goal is always to sell 1,500 decks with a balance of 1,000 which is "profit". A lot of guys who are doing this to create a start up company should understand that they should not expect to draw an income, to profit from the business or to do anything other than to brand and grow their business for the first few years. After that your strategy is to either sell your business which should have grown in equity or to start paying dividends or if you are successful enough move yourself into a paid position.
Perhaps if you write a follow up article you can share some of this insight.