Check out Monster Hunt, and just search the forums for FPS, there should be plenty of example snippets. After you become familiar with DB through the method of reading/replying to/starting posts you can then start taking apart other people's projects and seeing what they do, and how you can change them around for fun. Then you need to plan your game. Plan every little intricate detail possible. Think how detailed you can get right now....got it? Plan more detailed than that.
In your plans should be some sort of system map. It's basically a drawing (think of all the boxes with arrows and lines you see in tech books), this describes the different sections of code and what they do. Build each of those individually, test them out in a stable environment, then when they're all working right put them all together with a test level and debug. This will be your prototype. Then you can start working on the actual production which includes the following:
Art creation
Sound creation
Level design
Level construction
Bug fixes
After you get the basic idea of a production down where the player gets some simple pleasure out of killing some bad guys, then start to work on player empathy and story.
Make the player feel important, make sure they are always having fun, and make sure your writing doesn't stand out--because bad writing calls attention to itself (writing=plot, dialogue[which includes plot development in a cutscene, and whenever the guy is just talking ie: you shoot a guy with a rocket launcher and the character says. "He's going to have a headache in the morning, etc.], etc.).
Crazy Donut Productions, Current Project: KillZone
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