Thanks everyone for the tips so far!
About asking for funds - the up-front cost of this AP is $120. After throwing in supplemental materials, miniatures, and office supplies, we're over $200. Everyone in the group is a working professional and can afford to put money in. Given that I'm also expected to work 2-4 hours before every session reading over material, answering e-mails, creating hand-outs, painting minis, etc., I don't feel guilty asking for funds up front.
Where I have the heartbreak is I like the sandbox approach. The results often surprise both me and the players. I can tune the adventure to what players want the most at that time (mystery, kicking butt, cool encounters). APs are great, in that someone has already done a lot of the work (and reduces my prep time), but I feel somewhat beholden to the story line. My players all have interesting hooks, but I'm not taking advantage of it like I should. Part of this is for fear that if I put too many side adventures in, then the characters become too powerful when we get back to the AP story. And I do have players that don't want to go through an adventure without getting XP (tried to do that last month).
I guess I'll bring the situation up tonight before we start. We're all adults right?
Please pass along any other ideas!