There is a good discussion about many of the finer points of setting up a project with IndieGoGo or Kickstarter on RPG.net; it’ll probably spill past this point as the discussion continues, but I just came in on the thread a couple pages back, so this will put you in the middle of the part I’ve been in on.
I wanted to repeat my comments here that I posted there (as well as keep an anchor to go back later):
In response to the suggestion from another commenter that you should open your project to non-domestic supporters, I completely agree. For DragonQuest, which has a big international audience, being readily accessible outside the US was important, and it’s paid off. More than a third of the contributions (in total dollar value) to the Wilderness project to date are from outside the US, coming from 3 different countries, so far.
I also understand that Kickstarter is less easy for non-US supporters, which is one of the reasons I went with IndieGoGo, though it sounds like IndieGoGo has some other drawbacks.
It was also suggested that you have separate domestic and international perks. Mine won’t be too expensive to ship, and I think international shipping looks to be less of a premium than what I originally thought it might be. If you have a strong international appeal and the perk levels warrant it, you might consider eating or splitting the international shipping costs, to make it more appealing. I haven’t officially announced it, yet, but I’m contemplating splitting the international shipping upcharge with my supporters.