In that case, here's some random bits of info in no particular order. I'll try not to ramble, I could go on all day about this stuff. I'm actually working on a little ebook on the subject. :)
Digital Downloads are a Must: You might have romantic thoughts now about burning disks and packing envelopes, but they will turn from dream to nightmare quickly. The medium is dead. Customers want the product now. It adds nothing but financial and time overhead. Instant downloads immediately after paying are required. There are a ton of super affordable solutions for this. There's no excuse not to do it.
Choose Your Market/Platform(s) Wisely: Different platforms have different kinds of users. From genre, to likelihood to spend money, to quality (bit/sample rate) needs, to you-name-it. Marketing massive multisampled orchestral instruments to Fruity Loops users, or cheesy techno loops to Kontakt users is missing the mark.
Forget About Piracy: There is literally nothing you can do about it. Piracy does not equal lost sales. That person was never going to buy anything from you anyway. Do not complicate the process for the customers who do pay in an attempt to thwart pirates. Complete waste of time, and nobody wins.
Understand Your Customers: There are intrinsic potential negatives with the soundware business which are baked right in from the beginning. The biggest one is so glaringly obvious that people almost always fail to see it. It's this: Your customers are musicians. To put a finer point on it; Your customers are computer musicians. Breaking this down, and speaking in broad strokes, this can mean a few important things...
They are young.
They don't have much money to spend, partly because they are young.
They are artists.
They are fickle, and opinionated.
They want things cheap, and they want them now.
They are tech-savvy.
Obviously these are gross generalities, and there is plenty of margin for exceptions. But in general terms, there is some real truth to a lot of this stuff. Understanding it, being cool with it, and working your business model around it is essential.
Be Awesome: In this age of the App Store, much of the world is living under the assumption that everything digital is free. Or maybe, if it's really great, it's worth .99 cents. The upside is that this same world is the one that allows independent creatives to easily go into business for themselves and make a career with their passions. But you must be good. The cream rises to the top, poor quality is called out instantly and dissatisfaction spreads on the web like wildfire. Be exceptional, or don't bother charging money for it.
I'll stop there. Hope some of that is useful for you. Good luck on your new venture!