I implore anyone interested in Erlang or its surrounding languages, to read its source code. [2] More specifically, the BEAM. I'll warn you that it's very 80's hackeresque, but in a good way. Incredibly pragmatic. The way they achieve their world-class scheduling? Tip: not via a perfect theoretical design cooked up in some comp-sci lab. [3] If you've been following game engine design within the last 9 years or so, you'll probably have a good idea of how they do it. [4][5]
[1]: https://medium.com/@jlouis666/erlang-dirty-scheduler-overhea...
[2]: https://github.com/erlang/otp/tree/maint/erts/emulator/beam
[3]: https://hamidreza-s.github.io/erlang/scheduling/real-time/pr...
[4]: http://blog.molecular-matters.com/2012/04/05/building-a-load...
[5]: There's a hell of a lot of depth to this problem domain. Charles Bloom's guiding principles for Oodle are spot, and well worth a look.