Here is a short article on Naming Conventions, it doesn't take too long to read and should be enough information for you to make effective changes:
Regarding responsibility, you should really take a step back from your code, and probably this project. It might take too long to modify with different naming conventions and changing all the responsibilities however, what you can do is take away the lessons you've learnt into a new project. One where you can start from the ground up, get your names correct, decide on the responsibilities of each class and method. Ask yourself as you code, using the current problem as an example; "I have named this method XXX (DrawText) however, I am processing YYY (brick logic) in here, is it correct?" Of course the two will link in a small way, how can you display text about the number of bricks on screen, if you don't examine the list of active bricks to see which are alive? But is DrawText, a general helper function probably used multiple times, specific to brick logic?
This is a very specific example, but if you generalise as I did with XXX and YYY, then it is applicable to most areas. I would like to point you to an article on this very site about the subject of pre-visualisation, which touches on Responsibilities in a light way that should be easy to understand:
Read these two articles in conjunction with what I have given you, and you should be off to a better start with your next project. Aim to resolve this issue, try and get the text to display, then write down what you did wrong, how you fixed it, and you can use this to identify early issues in your next game.
A final thought; you have been working on Breakout for a long time, and I admire the perseverance, but it might be time to start a fresh. Build your game design with Responsibility and good Naming conventions, and you have an easier time when it comes to coding.
Feel free to ask for any more information,
P.S. I agree with BeerNutts here, make life easier on yourself and use SFML or Allegro instead for your next project. It's a bit of a minefield getting into programming without using a hardware accelerated graphics library such as OpenGL. It's a good step-up once you have the principles of an API such as SFML down, but right now, focus on something simpler. There are a lot of videos on these sorts of libraries such as this YouTube channel: http://www.youtube.com/user/CodingMadeEasy?feature=watch