I'll echo the first part of what EagleV said (or, at least, the parts before and after the first quote), but disagree with him on the idea of Kickstarter being a good idea. Because it's not. At least, not for your first time trying to publish something.
For one thing, you only have so long to try to sell your game. And in that time, you need to promote the hell out of it. I'm sure there are some people who approach Kickstarter with the philosophy of "if we build it, they will come", but I've never heard of anyone like that actually getting funded.
Also, and please don't take any offense to this, as far as the RPG industry/community/scene is concerned, you're basically nobody at this point. If you want anybody besides friends/family/a few morbidly curious strangers to invest in your game, you'll want a name involved that, at the very least, a few hundred people can recognize and trust. That, or celebrity endorsement. If you can't offer that, people are at least going to want a very good demonstration of what they're paying for, if they don't have a sample of anyone's previous work to go by or somebody they know to tell them it's good.
And even if you do manage to get funded, there are all kinds of potential pitfalls in the process of fulfillment. For one thing, you better damn well account for any potential costs you'll accrue in trying to get people's orders to them, and then be prepared for all kinds of hidden costs you never even considered to sneak up and screw you in the bum. And unless whatever publisher you plan to use is willing to handle shipping for you, consider just how much time it would take you to personally handle the shipping orders of several hundred backers (Really, if you plan to ship anything yourself, it should probably only be for Limited tiers).
Really, as someone new to the RPG publishing scene, I'd recommend going the Print-On-Demand/PDF distribution route (actually, I'd even encourage industry professionals to at least include it in their repertoire, and most of them actually do).
Lulu and
DriveThruRPG are the two that I can think of most readily, and, unless I'm misunderstanding something, there aren't fees to be paid so much as just that they take a cut of each sale, and you don't have to reach some arbitrary goal to actually make money (there's probably a minimum amount of money you need to make before they cut you a check, but it should be much less than you'd ask for a Kickstarter).
Alright, so looking into it, they do charge some minor fees, but that's only to cover the cost of book printing or, in Lulu's case, a very minor one to cover the cost of PDF hosting. After aforementioned fees, Lulu takes 10% for PDFs and 20% for books, while DriveThruRPG takes 30-35% for either, depending on whether or not you are an exclusive partner with them (exclusivity only applies to distributing digital formats, like PDFs and such).
So so far, Lulu looks like it's winning by pure numbers, but don't count
DriveThruRPG out yet. While Lulu is just generally a PDF/print-on-demand site, DTRPG is a devoted RPG store, with categorization by things like genre and rule system, and boasting a wide selection of titles, including some from such famous publishers as Fantasy Flight Games, White Wolf, and even freaking Wizards of the Coast, just to name a few (basically, pretty much everyone who doesn't already have their own PDF store). So it's the kind of place where you're more likely to be seen by your target demographic, whereas on Lulu, as best I can tell, if you're look for RPGs you have to search through the
Games section, which also contains things like guides to poker and chess, so it's less than ideal on the user end.
So I'd probably recommend going for both Lulu and DriveThruRPG, since any money you leave on the table by going for the latter is likely made up for by greater exposure. I might check into what it takes to terminate your agreement with them, just in case you feel it's not working out (in either case), and possibly look into what the Exclusive account for DTRPG entails (they mention "enhanced title rotation" and "bonus on-site promotion", but I think getting more information about that would require contacting them directly, which probably isn't a bad thing to do before you get started.
In addition to all this, I'd recommend promoting your game and yourself on other sites (probably RPG-related, though, who knows, some cooking forums might be really interested in what you have to offer). I think you know enough about salesmanship to do this with proper tack, so the last piece of advice I'm going to offer is maybe have a demo version of your product you can direct people to so they can get an idea of what it's like before they put down money. It's something that helps if you don't have a lot of hype in place already.
Alright, that's it from me. Get out there and make your game! (Or in there. You can probably just make your game where you are right now.)