I posted several articles directed to Starcraft modders some time ago. As a veteran of our community I felt it was important to put some of my experience to use when I retired and try to make a guiding light in a very frank, direct manner that would hit home. As a result the articles are more heavy-handed and have some language that might offend younger or sensitive viewers.
Again, these are how I personally handle things, and I have had great success with this methodology in the past. I'll just throw these up here in the spirit of the topic to add some more food for thought, though the context is a little different. Take as you will.
^ If you're familiar with Starcraft this will make a lot more sense to you, but the article also touches on general modding concepts like beta testing, releasing, management and such.
The ITAS Fleet Mod Concept:
^ This was an article I made to help convey the thought processes behind one of my Starcraft mods that turns the game into a fast-paced Space Combat simulation, focusing on fun, dynamic, and unit control.
^ An article that covers my way of handling team management and general guidelines you should follow. Again, oriented to Starcraft which doesn't demand as much talent as something like sins.
Should my mod make significant progress I will be turning sins into more of an RTS and bringing my established gameplay concepts into this platform.