Personally, I code in, and recommend, Rhost. All my prior games have used it, and I moved from MUX to that for various security and feature reasons. Not that MUX is bad, mind you!
After a lot of my recommendations and feature requests were integrated into the codebase, and then some, I doubt I'd ever recommend anything else to anyone. And I mean that from a coder's standpoint. When you can @cluster objects and use them as a single object, you change the game on data warehousing. Currently examining this approach for my new bulletin board system I'm writing.
As for game-running, yeah, it takes a lot of skillsets. Most people (none?) can be good at everything AND have the time to run a game, so it is awesome that you have started a small team of people to help with the vision. I too can say that communication and transparency of theme is probably the best starting advice. Always be willing to rewrite and tweak your info files as your players ask clarification questions. On my game, I plan/want to have Q&A sessions up front and solicit feedback as we get started.
Sent you a chat to help you get your tech issues sorted out.