If your idea is awesome, then I have a strong suggestion for you:
Don't work on it yet.
What!?, I hear you say. My idea is awesome! Why shouldn't I work on it now?
Well, yeah. That's kind of the point. Here's how it is:
RPGmaker, of whatever generation (and you didn't say which program you're using, BTW), can do things that you haven't thought of. On the other hand, it'll doubtlessly have problems doing things that you really want. You need to learn how it works, get a feel for it, understand its full capabilities.
If you do that while writing your Ultimate Dream Game, your Ultimate Dream Game is going to suck. You won't know how to make things work well, and you'll get frustrated, and make compromises that you don't have to make.
Start your Ultimate Dream Game-- FF 7.5 or whatever-- after you have a project or two under your belt. It'll be infinitely better.
Also: It almost looked like you were saying, "I have a great idea for a game! Will somebody else write my game for me?"
That's not generally successful. At the very least, sell us on your idea. Why is it better than the project that, say, I'm working on right now? What's awesome about it? And, uh, why should we work on your game instead of ours-- especially since we'd be writing a game to your specifications, but without much help from you?
It works much better if you can develop your own skills, and ask for help for specific things. That way, you aren't dependent upon somebody else to come up with ideas for you.
But if you really want to inspire us to help you, tell us why your game is so awesome.
And then make it second. Or even third.