Check out "The Bill of Players' Rights", and "The Tao of Game Design" for some ideas, and "The No Twinkie Database" for an extensive list of common game design mistakes to avoid. You might also enjoy some of the points raised in "Steambirds: Why indie games are good for fans" and "A Game Business Model: Learning from Touring Bands".
You might consider a simple guiding statement similar to Google's "don't be evil" -- consider from your players' perspectives whether or not they will consider a particular decision to be good or evil, and try to avoid the evil.
Honestly, players couldn't care less about whether or not you make a deal with a larger company unless it somehow negatively impacts their experience. A better guideline might be to be careful when making deals with large companies. Only make a deal which benefits (or at least doesn't harm) both you and your players, and which isn't evil.
Likewise, not all DRM is necessarily evil as long as you're not inconveniencing your players. There's a growing trend of "DRM-free" games, and that's almost likely the way I would go as well, but ultimately if it doesn't hurt/inconvenience your genuine customers or put off potential future players some unobtrusive DRM doesn't have to be a problem.
I think Andy474 has pretty much nailed the core idea though: make a great game, and then only charge a fair and reasonable price for it. Try to keep your costs low enough so that you can make a living whilst charging less than standard industry pricing.
Hope that's helpful!