@nyctophiliac
Like @Thenomain said, convincing a stranger to help you do everything would require finding someone who has a clean plate and is invested in your vision. There are some things you can do to make it easier on yourself and make yourself more likely to get and retain help. Your best bet is to get a list of exactly what you need and then hope that multiple people would be willing to help you. If you have a host with shell access, someone could get the game started pretty easily and load basic, tested code packages. That would allow you to start building (until then, you should work on making a map).
Ideally, you'll have a dedicated coder eventually, but you don't need one now. Not if you have self-contained packages of code that don't interfere with one another and are familiar to the various coders of the community from other games. If you find one coder who has the time to start up the server and do basic config setting, one who can drop in and test a sheet and chargen system, and maybe one or two others for miscellaneous things (like the wiki), you'll be pretty well off and none of those people would have to invest terribly large amounts of time. So you need to break up your requirements into manageable chunks and maybe some of us can help you.
If you have someone willing to do all the data entry for Beast and write out any of the unique rules, Theno might be willing to add it to his system. He likes clean, well-cited, precise descriptions where the only thing he needs to figure out is how to translate them to language the MUSH can understand.
P.S. I'm taking the time to explain this because I'm not opposed to helping. The game sounds vaguely cool, but like you're trying to roll in too many things at once. If it were open now, I'd check it out. If you came with a specific set of needs, I'd be fine with hopping on in an evening I don't work and shoving some code together. Coders aren't magical wizards conjuring forth digital playgrounds from inchoate kilobytes. A MUSH is just a building project, like any other, and most of the work has already been done. The great thing about digital building projects is that you can copy and paste large amounts of previous projects and you just have to run a few tests to make sure that you didn't forget anything. That doesn't take much time. What does take time is walking into a project where the person running the project has no idea what they want and doesn't appear to care how it gets done, just as long as the person doing the building makes it happen. This is fine if you're getting paid for your time, but it's a big ask for hobbyists who might only be vaguely interested. If you want to make this happen, you have to be the project manager (or someone on your staff does) and say, "This is what we need. These are the colors and design elements we want. This is what our grid is going to look like. These are the game systems we want to support. We like this event system and that game's AJobs customizations. These are the customizations that we want to implement." If you had that all ready in the first post in the thread, I suspect that you would have found help almost immediately.