No problem at all, I'm glad to be of service to the TIG community.
As for revenue sharing: everyone does it differently. Some devs are strictly in it for the one game, divide it equally and go about their way not leaving anything specifically for the company. That's all fine and dandy if you're doing this as a one-time thing and don't intend to take that game, company, and team into the future -- but if you want to build for the future, you'll need to think of a pay system for those who contribute as well as keeping some for the company.
How we're planning (we're paying via rev-share) is to basically set up a certain percentage to be the pool from which employees are paid. The divisions, without delving into our specific financials, are between investors/prior agreements with departed members, the company, and the employees. Investors/etc. get their agreed-upon amount, and then more or less the rest is between the company and the employees.
There are many ways to do rev-share and everyone has their own way. If you PM me, I can give an example of how we do it at Raconteur Games if you're interested.
More or less you want to make sure everyone gets something, but obviously reward the hardest workers and in a way that doesn't ruffle any feathers. A performance-based system is the best way, in my opinion. You can count this by hours or by points -- we do the latter because of the varying degrees of education and experience on the team, as to not be in a situation where we're comparing apples to oranges.