— media Sure! We have a few things we've learned from the campaign:
1. YouTube "let's plays" matter, so make sure the very first demo you release is really polished and solid (other websites will begin uploading copies to their servers, so future updates might not be seen by potential fans)
2. Twitter, we tried Facebook adverts but it didn't work nearly as well as (free) Twitter did for us. Start following people now and getting followers. Share lots of media and retweet some of the cool stuff other people are making too. This is practically a full-time job in itself
3. Updates. Kickstarter updates to be exact. These are how you get views from people discovering Kickstarter projects. Your short description and image should also be as interesting as possible, with the image updating as time goes on with stuff like "NEW DEMO" or "24 HOURS LEFT!"
4. E-mail "the big" indie game sites (Rock Paper Shotgun, Polygon, Kotaku, etc). This is the only one that really didn't do anything for us personally, but it's always good to try.
5. Small starting goal, lots of stretch goals. Anything you can think to add to the game in future, make it a stretch goal if you're not sure you can deliver with the minimum goal. Having a smaller starting goal makes it much more likely you'll get funded though.
6. Have a nice website to back up your company/game, start talking to the smaller indie and Kickstarter sites by e-mail to maybe arrange a day-one promotion of your game. It's a fast race from the first day on!
7. <img src="https://dl.dropboxusercontent.com/u/4714446/example.png" border="0" />
Well, kinda. You want to have some really nice images near the top to interest people, and YouTube videos too (I've read to also keep Kickstarter videos between 1 and 4 minutes). However, you can still have lots of text to back-up your statements with information further down the page.
Hope that helps and good luck!