George Clingerman:The nice thing is that even those two things aren't available there's a whole lot that IS available when you go the PC route. Just about any library you want, databse solution, networking solution, etc. is now available to you to use with your XNA game.
Don't forget about not-cruddy floating point performance, a crazy fast garbage collector, and (usually) much faster hardware to work with. The list of awesome libraries that you can't use or are impractical to use on the Xbox goes on for miles - all that is now at your fingertips!
As for actually selling them, you typically do something like this:
1) Create TehAwesomestGameEVER
2) Set up a website for your game
3) Set up shop with Share*It or another of the frillions of payment-processing services
4) Profit!
"No programmer can pick up a TV remote without thinking what it would take to add a stun gun. [...] Their motto is 'if it ain't broke, it doesn't have enough features yet'" - Scott Adams,
The Dilbert PrincipleThe signature that was too big for the 512 char limit