1. Ability scores generation method?
Tell me about the character you want to play and we'll figure out the scores. If you have no idea, 4D6 take the top three and then you'll get bonus points to bring you up to the same average as the other characters. Make sure your character won't step on other players' toes.
2. How are death and dying handled?
Game contract is basically that I don't kill the PCs unless (A) the player decides that's an appropriate time to die, or (B) the player's done something deliberately and egregiously stupid that's also out of character and/or is relying on the game contract to save him for no reason.
3. What about raising the dead?
Rare. Partly of course because I rarely have PC deaths, but also because often the dead don't want to come back, or the gods feel they should stay there.
4. How are replacement PCs handled?
Same as originals, just put to a power level equal to that of the current PCs.
5. Initiative: individual, group, or something else?
Individual for PCs, group for NPCs. Critical initiative rolls can add extra actions to the PC actions.
6. Are there critical hits and fumbles? How do they work?
Yes. Crits are natural 20 followed by a successful to-hit roll and can do more damage or have other effects depending on the weapon. Fumbles are a double 1 roll and can have a variety of bad effects.
7. Do I get any benefits for wearing a helmet?
Less likely to have your brains bashed in.
8. Can I hurt my friends if I fire into melee or do something similarly silly?
Yeah. You should be careful about that; most other PCs have a dim view of that kind of thing.
9. Will we need to run from some encounters, or will we be able to kill everything?
Need to? You're welcome to stay and fight everything. Of course, that may fall under the "willfully stupid" clause above.
10. Level-draining monsters: yes or no?
In general more "energy draining" because levels are a strange artifact that's useful for gaming but makes no in-world sense. Energy drain allows me to scare you in more ways, too.
11. Are there going to be cases where a failed save results in PC death?
See "PC death" above.
12. How strictly are encumbrance & resources tracked?
Casually. Though it can become an issue. Get a bag of holding or something.
13. What's required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
That you have acquired experience enough to level up. If you have a source for new spells, yes, you do (i.e., a book with spells you want, or you've been researching spells, etc.), otherwise you have to find a place to get them from. (that's for wizard-types who need to learn spells; clerical types get their powers from the Gods). It happens when it happens.
14. What do I get experience for?
Stuff you do that seems experience-like.
15. How are traps located? Description, dice rolling, or some combination?
Any way you like. Rolling is a good way to make sure you get a chance if you don't know how to do description.
16. Are retainers encouraged and how does morale work?
NPCs like friends, servants, etc.? If you want. Morale is purely roleplay stuff; if you treat your retainers like crap, they're less likely to stick by you when the fecal matter impacts the rotary air impeller.
17. How do I identify magic items?
Many ways. Lore in the appropriate field, alchemical or magical analysis, specific spells or devices.
18. Can I buy magic items? Oh, come on: how about just potions?
If you're in a large city, and you have the cash? Of course.
19. Can I create magic items? When and how?
If you have the knowledge and materials. How... that is a complex business and pretty much different for each item. Basically, in a way that makes sense for the particular item you're trying to make.
20. What about splitting the party?
As a GM I'd prefer you mostly stay together, but really that's up to you guys. If you split up, I have more opportunity for evil.