>I will start with podsixnet then, do you think it would handle good for a >>turn-based game but with a potential for a lot of players?
Podsixnet is by far the best one for Turn-based-games. Check out the forum with Juryiel's questions as he seems to be using Podsix just fine for his game. Note to test lag across the internet...it is in the tut to try out the lag simulator to test performance. As far as lots of players...the most I've tested at one time was about 10 but the infinite platformer (http://infiniteplatformer.com/) game by Chris is supposed to support a lot more than that...just not sure the max. I'm not positive but you might gain better performance in PodSixNet using JSON for serialization vs the default binary encoder, but that is for advanced users!
many players inside a lobby and they can create a game and other joins >>it(with max players) then people can search for those games while chating, >>etc.
Yes, this is easily supported with PodSix. I showed an simple version of this in the Dungeon escape game where players join the game, chat could easily be added (based on the chat example) and it detects when enough players had joined. You might have to use a module to deal with routing traffic to the server unless you have manually configured port forwarding on router or server is internet facing.
stackoverflow.com/questions/294504/python-upnp-igd-client-implementation