Hmm, seems like people have missed one of the most obvious ways to get money. Work for it.
Lots of RQ adventures have the characters getting hired to work form someone in exchange for room, board and pay. Typically the money rewards were rather light by the standards of other FRPGs. On the other hand, such character usually got a break in training, equipment, and magic available from the employer and his contacts.
Also many rewards can and should be driven by the story, campaign, and characters rather than money driven. Less "how much loot did we get off the bodies?", but more like "Yes. We saved the village, and now the villagers will trust us and tell us where to find XYZ, and the smith will now make master quality swords for us!."
As a guide I'd say you should give them enough to survive and buy gear at a rate that you feel comfortable with for your campaign. If they even STOP complaining about not having enough money, then you are giving them too much. Until they get really good and powerful, they should always wish they had just a little more so that they can do something else.
It's harder to nail it down closer than that, as people have different styles of running and playing. What might work for one group could completely unbalance another. For instance, I've been in groups where fairly early on a character got a dragon hoard worth a fortune. It wasn't a problem as the character was the rightful heir to the throne and used the wealth to finance an army to go to war. But that was the central focus of that particular campaign, and the GM knew what the player was going to do with the money before he gave it out. If the player was planning on running down to the nearest magic shop, the GM wouldn't have done that.