5. Combat rules
Combat sequences can take a very long time in PbP format, due to: announcing actions, rolls, counterrolls, results, and repeat. That is particularly true when there are multiple opponents and when several players are involved. I have seen some combat sequences drag on for weeks.
So I'm looking for options that would make them quicker to resolve. No rolling for defense is a start. Narrative combat for grogs is good too. We will have to see if we can come up with additional ides. 
6. Absences
Just trying to establish how we will deal with absences. Yes, everyone should absolutely notify us if they will be away for more than a day or two.
But what happens if someone doesn't? That happens all the time in PbP. How long do wait before if a story is ongoing and the absence is putting everything on pause? Does someone take control of the character?
The goal is to keep things flowing, because once things grind down to a stop, it's very hard to get them rolling again.
7. Text formatting
The goal is to improve readability. Some sagas don't bother, others encourage it.
There's quite a bit that can be done with just some basic formatting. A few examples:
-
Using quotes when a character speaks:
"I am so glad to be here, my friend!"
-
Using italics for what a character thinks:
I would rather be doing anything but speak to you!
-
Using the out-of-character tag to explain stuff during an in-character scene:
OOC: Sponting Eyes of the Cat on myself, casting total 12 + die roll of 3, so 1 Fatigue Level lost.
-
Yelling with caps:
"ATTACK!"
-
Separating different sections of text by a line (---
):
More can be done, but that requires some HTML tags:
-
Using colored text to differentiate between characters (<font color="blue">
blue text</font>
):
"What can I do for you, my lady?" asks the innkeeper. "A room, food and drink for two days. My majordomo will pay you," says Arabella before breezing by the man.
-
Text size for more or less emphasis (<big>
big text</big>
) and (<small>
small text</small>
)
The question is, do we bother with something formal? Or just encourage people to simply do their best?
8. Dice-rolling
Personally, I don't worry about dice rolls much. If it were up to me, everyone would handle their own roll in whatever way they like (including the good old physical dice) and just post the result.
However, each of you will be running stories, so if we want something more formal (such as a dice-rolling online service) that is fine with me.
There is also the matter of secret rolls. Do we ask people to make Awareness rolls to know something is there? Does the SG make such rolls? Asks the player to make a bunch of rolls beforehand so that we can use them when needed?
I just want to make sure everyone's on the same page.
9. Creation of a wiki
Creating a wiki is a big help to keep evolving data like character stats, as well as more structured info like the covenant assets.
So I'm all in favour of creating one. We just need to define what should be on the wiki, and what should be on the forum. I think we want to avoid duplicating information.
I can handle the technical details of creating and structuring it. And I was indeed thinking of Wikidot. 
10. Stories Frequency and Duration
This will condition the pace of the saga. If we want to a time span of decades during play, then we will need stories that can be resolved relatively quickly in real-time. That means stories need to be designed that way. It also means that Story flaws won't be triggered as often.
The flip side is that stories won't be as detailed and complex, nor will interactions between character be as deep. Also, that makes companions age faster, diminishing our return-on-investment for the time spent creating them.
A compromise would be to have periods with several stories happening simultaneously, followed by quieter periods during which no stories will happen at all. The quiter periods could still use the narrative approach we use for post-Gauntlet advancement, so each player would fill in the details of what happens to their characters during those periods. (Just thinking out loud here)
I was thinking we may need some guidelines for story types (minor vs major story flaws, short vs long player-triggered stories, plot stories, etc.) These could indicate how long each type should take in real time and how rewarding they should be (xp, vis, etc.)? That way, we would all know what to aim at when designing a story for someone else?
11. Confidence
In some sagas, players just forget to use it. 
In PbP, there are no such things as a "session" of play, so how do we determine when to give some points? At the end of a story? After a significant scene for longer stories?
Sorry, that was a long post! 