Well, the game will be a constant framerate and if your cpu/gfx usage isnt rediculous you should be able to keep at 60fps.
i do simple routines to skip a frame if too much time passed...
An earlier idea of mine, you might be able to upgrade.
timer=1000/fps#
repeat
for gameupdate=1 to skipframes
;do stuff.
updateworld ;This must be in here to stop collision errors.
next
Renderworld 0
flip
repeat:skipframes=(millisecs()-lasttimer)/timer:until skipframes>1
until keydown(1)
basically, figure out how many milliseconds you need to use for the game to run at <n> FPS. Wrap your game loop in a for/next loop, Find out how many frames have passed after, or wait for one frame to pass...
then go back up to the for/next loop again.
I personally just this week finally got my head around tweening. I wrote a simple renderworldtween(fps) function but it was buggy. Now i know what i am doing i will re-write it soon.