Some general things, most of them independent of coding style:
- Have realistic and well defined goals that are clearly communicated to members on your team
- Scope it down: your game idea is probably too damn big. Polish takes time, things get cut, features don't exist in a bubble (unless the project fails that is).
- Iteration time is everything: Fail early and fail often, prototype mechanics, and be prepared to cut something you invested a considerable amount of time in
- Knowledge is power: profile your code, run tools that check for leaks, crank up compiler warnings, and use static analysis tools if possible
- Interfaces are king: A well designed one is the root of a clear, maintainable, and productive workflow for others. A poor one will cut into iteration time.
- Understand that hard problems will inevitably contain immensely complex code: elegant systems rarely survive contact with real users
- Embrace time estimates and embrace making time estimates that might be completely wrong. Do this over and over and over again.
- "Self Documenting Code" is probably only documented to you
- It's (usually) not done until it's data driven