>>7977992There are a few absolute rules for opening a raceway:
Don't do it unless you have enough capital to float the operation for a full year AFTER opening, before you begin seeing a profit. Depending upon how wealthy you are, this may not even be an issue for you.
Don't do it if 90% of your interest is to have your own personal track to be king on and beat up on the locals in classes you shouldn't even be pushing all to get practice for running the Nationals (seriously, the nats are even worth running anymore).
Common sense and effort outweigh size and flashiness of the shop by about a factor of 10. You can have a solid, successful shop with a rocking program in the smallest footprint the mall has to offer and a refinished American Orange track, if you know what you're doing. Conversely, you can fail in less than 6 months with the biggest commercial space you can find in the ritziest fucking shopping district in your city and epoxy checkered flooring and matching embroidered polos, if you're a fucking idiot (and sadly most new shop owners in the past 25 years have been fucking idiots).
Don't have rentals that are slow as fuck and look like ass. The rental is the initial contact the customer has to the experience. Beat up old Parma WhisperJets with slipping belts and chewed up tires, or I'm-a-jew rental cars made out of vinyl signboard and surplus RC plane parts, either of which with the ugliest, most quickly painted bodies possible, don't compel ANYONE to continue renting, come back, or actually buy into the hobby.
For fuck sake keep magnetic braid and traction magnets off your track and out of your raceway.
Don't run glue (as in glue zones). Ever. Period.
Don't run stupid fucking classes. Don't push OMG ULTRA FASTTT on all your customers. If they want to run scale flexis, then do it with 16-Ds, not Super 16-Ds. Don't burn them out on what becomes attrition racing.
Don't base ANY class around stupid fucking disposable sealed dildo motors.
>continued