After reading this thread as well as the 3.0E PHB description of firearms, I've decided to use the following house-rules for firearms:
1) All firearms are Simple weapons; Wizards, Rogues and Commoners (but not Druids!) are proficient with them as well despite the fact that they are not proficiet with all simple weapons.
2) Most personal firearms IMC are flintlocks. Loading takes 5 rounds, or 2 rounds if you take the
Rapid Reload feat for that firearm. You can preload a firearm, and even carry two or more loaded pistols in your belt.
3) Each pistol or musket shot needs both a bullet and some gunpowder. A case of 15 pistol bullets costs 2gp and weights 1 kg (2 lb); a case of 10 musket bullets costs 3gp and weights 1 kg (2 lb); a keg of powder sufficient for 250 shots weights 10kg (20 lb) and costs 50gp; a horn of powder sufficient for 30 shots weights 1kg (2 lb) and costs 10gp. 15 silver pistol bullets cost 5gp; 10 silver musket bullets cost 6gp.
4) A singe-barreled pistol is a Small weapon, costs 75gp, weights 2 kg (4 lb), does 2d4 damage, has crit 19-20/x3, has a range increment of 50ft (circa 16m), and is a piercing weapon. A double-barreled pistol is a Small weapon, costs 250gp, weights 3 kg (6 lb), does 2d4 damage, has crit 19-20/x3, has a range increment of 50ft (circa 16m), and is a piercing weapon; it could be triggered twice per load (each barrel is triggered seperately); firing two barrels at once causes 3d4 damage. A singe-barreled musket is a Large weapon, costs 150gp, weights 6 kg (12 lb), does 2d6 damage, has crit 19-20/x3, has a range increment of 150ft (circa 50m), and is a piercing weapon. A double-barreled musket is a Large weapon, costs 400gp, weights 8 kg (16 lb), does 2d6 damage, has crit 19-20/x3, has a range increment of 150ft (circa 50m), and is a piercing weapon; it could be triggered twice per load (each barrel is triggered seperately); firing two barrels at once causes 3d6 damage.
5) A typical bomb (a grenadelike weapon) is an oval metal shell filled with powder and equipped with a fuse; lighting it is a move-equivalent action (the standard action in this round should be used to throw the bomb, as it'll explode immidiately after the character's actions in this round). When thrown, it deals 2d6 damage to anything within a 20ft (circa 7m) radious from the point of impact (a DC20 Reflex save halves this damage). A bomb costs 18gp and weights 1 kg (2 lb).
6) A character with an Alchemy skill can produce gunpowder. Each Achemy check made for this purpose is made at a DC of 10, and is treated as a Craft check for the purpose of costs and times. A natural roll of 1 means that the powder has accidentally ignited, ruining all of the raw materials, and causing 1d8 of fire damage to the character.
7) A character with the Craft (Gunsmithing) skill can build guns and produce bullets. The DC to build a single-barreled pistol or musket is 12; the DC to build a double-barreled pistol or musket is 20; the DC to produce bullets (10 at a time) is 10.
8) A character with the Craft (Explosives) skill can produce a typical bomb; DC 15. A natural roll of 1 means that the bomb has prematurey detonated, ruining all of the raw materials, and causing 2d6 of fire damage to the character.
9) Gunpowder doesn't work when it is wet; even highly-humid air can spoil the powder (
can it be used when it dries?). Special alchemical gunpowder which could be used even when wet (but not underwater - it still needs oxygen in order to ignite) costs 200gp for a barrel or 40gp for a horn; making it requires an Alchemy check with a DC of 25, with the same risk of premature ignition as regular gunpowder.
10) A bayonet (a simple weapon) costs 10gp and weights a kg (2 lb). When attached to a musket, it allows the musket to function as a longspear in melee combat. When detahed, it functions as a dagger.