My animation "Spare Parts" uses some animated camera movements:http://www.youtube.com/watch?v=pqf9x6rM89o
If you are doing an animation with lots of character movement, then you will, of course, use lots of keyframes, BUT, if you're using lots of keframes, you really need to mathematically plan out your camera movements in advance: If you start out with a camera height of 70 cm, and 15 keyframes later you want it to be at around 135 cm, then you need to raise it 4.3 cm per keyframe. That'll put you at 134.5 cm high. This will produce a smooth camera move. I actually used an Excel Spreadsheet to plan my camera moves. This can be done for camera movements in the X, Y, or Z axis. The problem comes with trying to do this with pans and tilts. The program only allows pans and tilts in FULL degrees. So you either have to design your shots accordingly (15, 30, or 45 degrees of pan in 15 keyframes - 1, 2, or 3 degrees per kf), or use varying degrees of movement for each keyframe and settle for jerky looking pans. This would be solved if FrameForge allowed pan and tilt adjustments in tenths of degrees. Oh well.
As far as creating a camera path, I actually used both dolly tracks and simple shapes to create paths for the camera (and my character) to follow, then just made them invisible to the shooting camera, but visible to all other cameras for positioning. This way I could manually place the camera on pre-calculated points along the path. I used a virtual camera so there was no need to use cranes or dolly's, just the tracks for reference, but this would work with any camera.
Hope this helps.