Actually, I'll game in both cities if I can set it up that way, but it may come down to wherever a reliable, regular group forms up first. I'm finding Rockford isn't nearly as active with regard to gamers, though I know several former players that don't have time for tabletop RPGs anymore (they're strictly computer gamers now).
I commute between Rockford and the Elk Grove area during the week. That's about 700 miles a week. I have no problems adding another 20 miles a week for a game in Mount Prospect. I game there irregularly on Saturdays with Curt, one of the store owners.
As for scheduling, I would prefer Sundays, perhaps noon to 6pm. If there are no church goers, then start a little earlier, bring your lunch (or eat nearby), and then finish gaming, "before dinner."
Also, I'd very much like to rotate DM's along with their own campaigns. It gives each DM plenty of time to prepare for the next session, and lets them play in something different too.
*edit
As for my campaign, I'll keep it core rules only (ie., no splat books) until I can get a feel for how you guys like to play. I never quite know what to do with gnomes though--they're just so small and so easy for a large creature to throw around like a basketball. I do have some eccentricities when it comes to arcane spell users though. Any young wizard or sorcerer types will have to work things out with me--it's strictly to regain some mystery and suspense about the powers of magic. I promise not to handicap you...too much.
There is one particular house rule I'd like to try concerning skills and areas of knowledge though, and that is keeping a slightly more detailed list of things you know. For instance, if you've spent some time travelling with dwarven merchants you should pick up certain simple words and phrases in dwarven and maybe even know the words to at least one dwarven drinking song if you're friendly enough. It seems like a small change, but I think it is these little bits of knowledge that can add flavor and prove crucial at the strangest times later in the game. Adds lots of opportunity to role-play too.
Beginning character background stories will play a good part in establishing your character's core skills (which may differ from class skills), and I may allow certain skills to be treated as class skills if it makes sense for your particular character (e.g. dwarven fighters DO NOT get swimming as a class skill, but may get appraise as a class skill if they also have a craft skill). I'll offer more details on how it works later.
In general, I will usually seek group majority before making any house rules for my campaign (including the one mentioned above), and I won't suggest anything that slows down the action of the game or doesn't add variety and flavor (such as the way I'll "flavor" arcane spell users). Players should get to know and expand their character's motivations and personality, and avoid too much concern about rules or metagaming.