On to the links that have built up:
John Harris of GameSetWatch has a good article about items in RPGs. The article is specific to roguelikes, but has good information to keep in mind for any RPG designer:
http://www.gamesetwatch.com/2009/10/column_play_item_design_part_1.php
Two good articles from Shamus up at The Escapist. First, one about levelling up in RPGs, full of do's and don'ts for an RPG designer:
http://www.escapistmagazine.com/articles/view/columns/experienced-points/6690-Ding-Now-You-Suck-Less
And another about how RPG designers can lose their audience with stupid, logic-defying sidequests. Things like: a wooden door that can only be opened with a certain key, and not with the giant axe that the player character is wielding.
http://www.escapistmagazine.com/articles/view/columns/experienced-points/6745-Quest-for-the-Sidequest
Last, Andrew Doull continues his series on Quest design; lots of good stuff here. I recommend the whole series:
http://roguelikedeveloper.blogspot.com/2009/10/quest-for-quests-part-four-assumptions.html
That's all for now!