Hi there

I understand EXACTLY how you feel. Following is my advice. Forgive me if this lengthy repertoire

. If you need any specific help, please do ask.
ADVICE
First start with learning how to make graphics (unless you can get people to help you with that). Don't worry

Graphics making is pretty easy. I used to be really bad too but with practice I got better. Have a look at this C4 I recently modeled and textured. All thanks to a concept map I found on Google. "Google is your friend". Use Google to search for tutorials for whatever paint software package you are using (Photoshop is best for tutorials but I use PSP6 which I believe is easier but has less game oriented tutorials). If you can't get on the web for this stuff, find out if Psionic can help you with stuff. Check out his site (search for "Psionic" on Google).
Second,
TAKE AS LONG AS NECESSARY to design your game in-side-out-side-in (literally and figuratively). For example, designing an RPG with many NPCs, you would have to consider:
a) how many NPCs?
b) any special talents?
c) what do they do? what is their objective?
d) where will they be?
e) how do they fit in to the whole perspective of the game?
et cetera....
Third, first consider HOW you will actually accomplish any your goals. HOW will you make the GUI - think it out, make some dummy programs to test things etc... HOW will you do some neat explosions etc...
Fourth, slowly come into the creation stage. But before this make sure you don't want to adjust any thing majorly before you actually start. Major adjustments are a hinderance to progress. Start the creation but considering the structure of the game. Try splitting the whole game into fragments - engine, graphics, AI, enemies, shooting, movement etc... Whatever suits your game.
Finally, remember to be consistent. Work at your project frequently so you don't forget it all. If you have to leave, remember to keep a note of your progress. In fact, try keeping a log book about your progress so that you'd understand where you should continue from.
"Patience is a virtue, but unlike others it is attainable. Gain patience, gain power, gain knowledge and you can have the world in the palm of your hand" - HWT
TIPS ON MAKING A GAME IN GENERAL
It's true. A good game maker never gives up until the job is done. But since we can't pay ourselves to do the job, and since there isn't any real 'job' to be done, we tend to get depressed especially when the game looks shoddy. I am guilty of this crime - it's true

However, many commercial games focus on rendering and perspective rather than reality. The GOD-send classic
Deus Ex 1 actually uses this principle. If anybody still has it, try turning off lighting - just edit the "DeusEx.ini" in the System folder. Where it says NoDynamicLights=False just change it to NoDynamicLights=True and try running the game. Visit your favorite spots in the game. See how simple the graphics really are. For example, at UNATCO HQ, where the CommVan is, check out the handle of the gate - very low poly - not even textured I believe. Inside the CommVan, the table and stuff is pretty simple. I hail the Deus Ex creators for their ingenius use of lighting to darken these things and hide it from the user's perspective. It's all about perspective.
MY STORY
I got the DB demo (first one out) when I was only 11 (or 12) years old - I left it for 4 years after a NUMBER of failed projects (bad graphics, or something got in the way). Now, after 4 years, I'm still failing at most projects. But one day, I got out of my bed late at night and thought, "Simple? Can't I do simple? I can!!!". So I started on a very simple RPG, made it successfully with satisfactory graphics, and now, I have better confidence and face tougher projects.
Later, however, I got depressed when my graphics skills went rotten. So, I stopped game making all together and (which is what I'm doing now) started practising graphics making (quite easy once you get the hang of things). After my graphics sabaticle, I intend to make games again.
HelloWorld Tommorrow