There are more firearm homebrews written than pellets of #9 shot in a 12ga shell. That said, you can approximate some of your own... how I run firearms is vaguely as follows:
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A musket (or muzzle-loading shotgun) is the basic weapon, maybe 2d12/x3, martial with a range inc. of 100' and standard action to reload.
A blunderbuss is a shorter musket (essentially another kind of shotgun) with a quicker reload time (move action) due to its flared muzzle. 2d8/x3, martial with a range of 75'.
A pistol is concealable with Slight of Hand, but significantly less powerful due to its short barrel. 1d10/x3, simple (for roguey types, even though they are harder to use than longarms) with a range of 50'. Standard Action to reload.
A rifle is more accurate and has a longer range and better critical, but sacrifices reload speed because the rifling grooves make it more difficult to push the patched ball down the barrel. 2d12/x4 Martial or Exotic with a full-round reload, range of 150'.
Everything except for the Blunderbuss can be made double-barreled for Rapid Shot action, and I allow Rapid Reload to affect everything down to a move action just like with crossbows.
I figure the higher damage of the weapons is tempered by reload time, and while reloading really does take much longer, the time given conserves game balance. I've run only a one-off with these rules included, but it seemed to work fine for me.