Hello there ive had the same sort of problem. What it is, is the d3dxfont uses its own shader.
what you need to do is to set vertex buffers and AI buffers before drawing the polygons in the render procedure.
what the tutorials do (Which i think is very bad for a turorial) is set up the index buffers, AI buffers and so on, in the initdevice procedure and then in render only call the functions to draw. So you need to do something like this :
UINT stride = sizeof( SimpleVertex );
UINT offset = 0;
RG_Direct3dDevice->IASetInputLayout( g_pVertexLayout );
RG_Direct3dDevice->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );
RG_Direct3dDevice->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 );
RG_Direct3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
Then draw your polygons after setting the IAs and set your text rects after this.
If you are still haveing issues or dont understand what ive typed in ill try and explain it again in more detail