The Steam Workshop has been around for about two years now, with over 1,200 items created by members for sale in Team Fortress 2 and Dota 2. According to Valve, those items have created about $10 million in royalties for their creators, which is an impressive number. Now, things are getting a little spin, as Valve is introducing revenue sharing to Steam Workshop. Basically it allows for a portion of the revenue to go directly to the company's responsible for creating the tools used to make the items, like Blender and xNormal. It can also go to various communities, like Polycount and reddit, and even other users, like ones who helped make tutorials.
When a user submits their created item to either the Team Fortress 2 or Dota 2 Workshop, there's a new option to select which companies get a split of the revenue and how much. The full list of companies, communities, and users can be viewed at the TF2 and Dota 2 About pages, but Valve needs some help to better determine which other ones can be included. The respective Discussion pages for the games are the places to go to tell Valve that information, so be sure to hit those up if you make items.
Perhaps the most surprising thing about the revenue sharing is where the money is coming from: Valve's own cut. You read that right; Valve is redirecting a portion of its cut directly to the companies, communities, and users. How awesome is that?
Current items on the TF2 and Dota 2 Workshops can be set up with revenue sharing, but only if they haven't been accepted to be sold in-game yet.