Ive done a lot of reading and looking around Fgl regarding mobile selling/bidding and the general thought is (wall of text to come - sorry!):
Mobile games dont seem to do very well currently from what I can tell. People are putting games on there, but they get very poor bids and tend to not bother afterwards as they see it not worth it. I think the best way, especially for Ios will be just to put it onto the apples appstore (the usual place ios games go), as currently it doesn't appear worth it.
Fgl, over the last few months, have brought in a new mobile platform that is apparently doing very very well from early tests and such, and is now available to devs to try out. It works differently though, in that devs contact sponsors directly (sponsors that are listed as specifically looking for mobile games). So its kinda, instead of sponsors looking, bidding on your flash game, you contact them and THEY have to tell you why you should go with them. Anyhow, once you have a sponsor, sorted out the details of things, you have to implement their api (i believe its all the same api developed by fgl , i *think*, but maybe altered/changed depending on sponsor), and this basically sets up how the system works, and also, it wraps ANY swf to be used on android devices - altho I get the impression you can use native android apps too instead of this method, but Im not 100% sure on that. Then what the sponsors job is to get it onto as many marketplaces that they are on, and use this to the games advantage - essentially the sponsor is the 'publisher'. Apparently, some early tests people have done with fairly average/basic games that have worked well with this method, are making some very nice amounts every month. The amount made is split between fgl, the sponsor, and the dev - varying from sponsor to sponsor and the deal between sponsor and dev.
General thought that Ive read is that, instead of making say 100% (minus any fees) by uploading to a marketplace yourself, making a couple hundred sales (if your lucky, or more if the game does well). While the dev may only get 40-50% (or whatever the dev gets depending on the deal), this way, its this percentage of many many thousands, that makes it a better deal in the end. (kinda like, instead of taking 100% of 100 sales, you would take say 40% of 1000 sales - so altho the dev gets less of a sale, because there could be lots more , you end up with a better deal on the whole)
So - as far as my game goes, Im not 100% what im doing with it yet - appstore, yeah probably.. as thats the easiest in way of the game works, just need to sort it out, get it on there. This new Fgl method has the possibility of doing very well - but will take more work (and Im not sure how well the game would work that way anyway). So lots to think about.