So, let's me see. The standing jump to clear a 10' high wall is DC 80, BUT I can under the rules run 20' away from the wall and as part of the same movement jump in the opposite direction and clear the wall with only DC 40.
Somehow I just won't be all that suprised if my DM doesn't think my plan is really creative if I try to do that.
And yes, a 'running jump' only requires like all jumps that it be part of the ill defined 'normal movement', not that you actually Run at any point during a 'running jump'. In fact, since 'normal movment' is generally a phrase used to mean 'a normal move action moving at your speed' that by a strict reading of the rules it is impossible to actually run and jump in the same round - since running is not part of a normal move action but a separate full round action itself. Maybe it would be better to refer to 'a running start' as a 'moving start'.
Honestly though, the problem here is that a good jump rule is very hard to write, and both the 3.0 and 3.5 versions of the jump skill have serious problems. I'd appreciate suggestions from anyone that thinks that they have a better rule.