Hey, I'm the guy who made Unemployment Quest, the Kickstarter of which was mentioned in the first page. I haven't been around here too much these days but I just want to share a little advice for anyone looking to do a Kickstarter for their project.
The most important thing to remember is to BE HONEST.
Seriously, honesty goes a long way on Kickstarter.
First I'll talk about setting your goal: try to figure out EXACTLY how much you will need to get your project done. You can give yourself a little padding and round up because unexpected costs can pop up out of nowhere, but you need a solid plan of how expensive the project will get. With UQ, I asked for $1000 because I figured the CDs would cost $900 and if I burned through the rest of my savings account (probably $200 at the time) I should have been able to get discs to everyone if I met my goal and have been "profitable" in the sense of HAVING DISCS. Unfortunately I didn't take international shipping into account. I got lucky and had a whole bunch of people just getting digital copies, but this was a significant factor I neglected and it could have put me in a really tight spot. Which leads me to the next topic:
STRETCH GOALS: Only do them if you REALLY NEED more money to make them AND you KNOW THAT YOU CAN. I didn't have any stretch goals for UQ because I didn't want to tack on some dumb "extra bonus dungeon" that wouldn't have costed me any more to add. I didn't know much about commissioning artists, but I had a schedule and wasn't ready to commit to something like that on the fly. There's nothing wrong with stretch goals, but they should only be used to serve the project, not to just make you extra money. I made a point of never asking people to pledge more after the goal had been met unless they wanted one of the exclusive rewards, because that can be used as ammo against you.
FINALLY: REMEMBER THE BACKERS ARE THE PEOPLE WHO MATTER MOST. Building your relationship with them is the only thing that counts on Kickstarter! I'm a super-awkward person, but I took the time to individually respond to every message and never tried to deceive anyone; I was always up-front about the shortcomings of my game while also focusing on what makes it different from other titles. The people who entrusted me with their money were pleased with the result and THAT MATTERS.
Basically, I think that as long as you're honest, you'll go far. It's also important to make sure you talk about your idea with friends or family before the Kickstarter goes live. I've seen some people just make a Kickstarter and then never promote it, so it ends with $0 pledged. Kickstarter isn't a magic money machine even if it sometimes seems like it to some folks!