You probably shouldn't think that you can get your indie game done in a year, release, and ramp up revenue so fast that you'll soon be self-sustaining. Sounds obvious, but most guys starting out actually believe that there's a chance of it playing out like this. Starry-eyed optimism is probably a precondition for going anywhere near this business in the first place, but it must be tempered and kept in check at all times.
If you are building a game of substance (rather than a simple puzzler/platformer mobile app - which is a lottery ticket more than a business model), the game will likely take way longer to develop. As it should. Good games take time. This means that you should either be very well-funded, or have extremely low costs of living, or be working on the side of another income (in which case it will take even longer). This is not the way to instant riches, but since when did that ever work? Double down, dig your heels in, this will take years. But the end result is an awesome game.
Further to the point, you should probably not think in terms of the release that ends the project and where all your efforts either pay off or fall flat. Instead, the game should be put in front of users continually, gathering feedback, going back to the lab to improve it and repeating the cycle until momentum starts to pick up. That's when you know that you are near the final shape of the game. Don't even think about talking to the press before this. Luckily, if there is one community that is ready to try new things at any and all times it is gamers, so you shouldn't have much trouble getting this feedback. (Conversely, if even the ravenous internet hordes are indifferent to your project, you might need to tweak the formula).
While a long and hard road, a game developed this way actually stands a chance of success in the market, unlike the 'overnight success' stories that play well in the press.