The core mechanic for a group check is "at least half the group succeeds".Revenge of the Giants uses a mechanic where the whole party rolls and if the majority succeeds the group gets one success.
I'm not sure what you would do about a 50/50 split, though.
Their first appearance is in the DMG at page 75 under "Group Checks". Under those rules, one character makes the roll (presumably the best character) and the others essentially "aid other" for that roll.
They also appear in the DMG2 at page 85 under "Group Checks", where there rules were changed to have everyone make the check and to succeed the group needed "a certain number of successes." It then gives 2 examples: an endurance group check that needed 50% of the checks to pass, and a perception group check which needed only one success.
I don't have the DM's Kit, so I can't say what is in there... but presumably its the same as in the Rules Compendium.
The Rules Compendium at page 128 under "Group Checks" sets the DC for group checks at "easy" and requires half the group to succeed.
So, yes, group checks have existed in 4e since the beginning, but the rules have changed somewhat with each itteration.
I recommend experimenting with different skills, DCs, and situations. First and foremost I prefer to have a skill challenge be all about story and player choice. So, before we get to stealth checks I would want there to be a compelling premise (explaining why PCs don't want to be observed doing something) and a good mood/tone (a feeling of anxiety that they might get caught). The rolling would hopefully be preceded by good RP (a PC might apply black face paint or describe how they stick to the shadows), which could provide situational modifiers or just be fun RP. Once the rolls are made I like to let the players RP the result or help them do so. A failure inside a house might represent how a PC knocks over a vase... but if enough PCs succeed then another stealthier PC catches it before it crashes to the ground. For that reason I like to see how the rolls come out and then RP an interaction and weave a story of what took place (in response to what they described before or after the roll).The problem of group Stealth really kicked my group in the nuts over the weekend. It seems no matter what PC's they're playing, there's always one with a negative Stealth score. At the moment they're handling it by keeping the noisy ones back a ways from the party... but at some point they'll fall foul of that as well.
I don't know about this yet. I don't like "at least half the group succeeds" because frankly that trivialises most checks. I also don't like the group being only as good as its weakest link.