Alright, here are the core things you really need to worry about:
1) How talented and experienced is your team? At a minimum, you should have at least one artist and one programmer and they should have quite a bit of experience.
2) Morale: How much are you paying your team members? If nothing, then you're going to have to find some extremely compelling reasons for people to stay on the project after months pass and the going gets tough. Don't promise equity or sales proceeds; 50% of $0 is zero, so when your team members think that the prospects for their efforts are zero, then you've got a huge problem coming down the project pipeline -- team members are going to abandon ship.
3) Scope: You've got a three man team, a finite amount of time, and a finite amount of resources. Be very realistic about what your team can achieve based on these resources and the teams talent. It's infinitely better to build a small, simple polished game which ships than a large, complicated and unpolished game which is impossible to complete.
4) Team Dynamics and leadership: People are people. They're not always going to get along perfectly and agree 100% on everything. That's good and usually healthy to have a diversity of opinions and insights on a team, but whoever is leading the team has to make sure that the interactions are constructive and not destructive and toxic. You'll want to build a sense of camaraderie among your team mates -- bring beer into the office, hold pizza parties, give recognition where its due, etc.
5) Market Research: You *must* look at what people are buying and where. This is very much like fishing: Where are the fish biting? What are they biting on? What kinds of fish are they? Don't go fishing where there are no fish, don't put lures out there which they have no interest in, and don't attract the kind of fish you don't want to catch. Do you want to build a web game? Do you want to build a mobile game? a PC game? These are all your fishing spots. Different fish lurk in different fishing spots, so be sure to use the right tackle to catch the right fish. The general customer expectation for mobile and web games is "free to play", and you want to make money, so "freemium" is the only viable business model. I suspect that the market is getting tired of these business models and it's getting kind of saturated, so maybe it's worth considering a different fishing spot or a different lure type.
Anyways, enough talk. It's 100% possible to create and ship a game today. It's the age of the indie developer right now. I'm on a 2 person team working on a commercial release for the PC platform. Be realistic about what you have to work with, make a sane business plan to achieve your objectives, and figure out what your strengths, weaknesses, opportunities and threats are (SWOT) and plan accordingly. This is all very much like a chess game -- you only make moves when you have a well thought out plan and each move should play a part in achieving that plan. Don't move with a plan. Strengthen your position to increase your chances of victory. Good luck, and have fun!