The real trick is to stop thinking about moving you're sprites or objects a certain amount per frame, and start thinking about moving you're sprites or objects a certain amount per timeslice (IE, speed).
For instance, imagine a simple top down car driving game. In this game, you know how fast you're car is traveling, in miles per hour.
Notice that this is a unit of distance per a unit of time.
The first thing you're going to need to figure out is the amount of time that has elapsed since your last time through the main loop. You can do this by simply subtracting from the current time, the time you last ran through the loop. This elapsed time is going to be some fraction of a second (so you'l need to store it in a variable that can store values smaller than one, IE float)
Next, you convert MPH into miles per milisecond:
60*60*1000 = milliseconds per hour
Now, to figure out what fraction of a mile you need to move you're car this timeslice you simply multiply you're "elapsed time" by you're milliseconds per hour.
Now, all that is left is to convert you're "miles" into some number of pixels. This part is real easy, you can say that any number of pixles you want equals 1 mile, you must simply remember to be consistent.
Does this help?
Tony