Hi
Here's my method, which is very different than the tut, its also a bit more time consuming but it works for me and gives you more control.
Make the runway from a plane with the required number of sections, may need to move a few verts around to align up with taxiway entrances. you will need a runway that has enough polys to help out with height problems in FS2. Now it gets interesting and time consuming.
At the taxiway/runway junction at one end of the runway, select the edges where it will begin, press shift and drag the mouse, a new polygon/s will be made. Drag the new poly verts to where you want the poly to end, carry on this shift drag method to add more polys, eventually you may come down to a point where you only require a single poly for the taxi way so just drag the verts to overlap them (snap is your best and worse friend here, it can snap to the wrong vert so be careful, more so in 3d) weld them and carry on extruding edges by the drag method. I do this for a taxi way that normally runs from one end of the runway to the other. Any extra runoffs can then be made to fit in with the poly structure/ Dont be afraid to use the create poly in the modifier list, snap again comes in useful. I find manually placing polys this way tends to give a nice orderly structure and they are where you want them.
Aprons can normally be a plane with the required sections, move the verts to where you want them and when satisfied, use the edge drag method to make the polys to attach to the taxiway. For the outside area, I made another plane with lots and lots of polys, only you can decide on how many. Where the taxiway, runway and aprons overlap the polys of the outer plane I delete the polys in the outer plane, ie cutting my hole manually, I then use the create poly command and stitch it all back together but putting polys where I want them, thus avoiding all those long triangles. Automation is ok but it does tend to look for the easiest option with doesn't always produce a nice clean mesh
Steve
PS if you have 2 verts ( or more) that you want to combine into a single point you can use the collapse command in the edit geometry tab, be carefull in 3d as they will be at the average point of all the verts