I'm not on a computer tonight, so it's difficult to crit. I can give some quick tips regarding type though.
Unless the text is the focus of the piece (usually it's not, but there are win ways to experiment with type), a simpler font is probably better.
Using the colour picker to pick colours from your image keeps the colours matching. Some folks play with blending modes too to get colours matching.
It's awesome when the text doesn't look as if it were slapped on as an afterthought. When you're messing with your renders, it's good to plan from the beginning where you'll place your text so that the text and render have some kind of balance.
One way to think of this (courtesy of a SIGGRAPH conference paper) is to think of graphical elements as weights or mass pieces on a scale. Your render's probably the "heaviest piece", while your text is likely to be visually "lighter". If you think of a scale or see-saw, a lighter object placed a bit further from the centre (pivot point) will balance a heavier object placed near the centre. That's the way to go unless for some reason you're specifically looking for an off-balanced look. It's a more physics-based way of looking at it, which can be good or bad depending on your personality, but I find that it's more reliable than going with intuition.
Lastly, it's also cool when folks integrate their text into the image somehow. Two examples are: partially obscuring the text with an image element to create more depth, or distorting the text so that it matches an image's perspective, like putting it across tables, walls, buildings, ships, and so on.
Good luck.
