You're welcome. As you're probably finding out, lighting is key to good renders. That's true in photography, of course - it's the subtle shadows that tell our eyes that a 2-D image is of a 3-D object. So, if you're going for "photoreal," studying lighting is important.
Now, any scene, no matter how poorly lit, will eventually converge with iRay. But iRay's algorithms don't work nearly as well in dimly lit areas. So, areas that have direct lighting (i.e. a spotlight pointing at them, or lit by an HDRI) are the first to converge, and areas that aren't (deep shadows, etc.) are the last to converge. Some of that has to do with the fact that areas that are indirectly lit require iRay to calculate a lot of "light bounces" to figure out how much light is actually getting there. So, within limits, having a scene brightly and directly lit will help iRay finish up more quickly. (You can overdo that, of course, but that's the very simple rule of thumb.)
Fireflies are the result of iRay not having figured out a particular pixel yet. So, it may have made a first-order approximation, and "guessed wrong" (sort of) in terms of how one pixel relates to adjacent pixels. Thus, until iRay has had a chance to work on that pixel longer, it's out of kilter with respect to its neighbors. That's what the "convergence" setting is in the Render Settings is about - what percent of the pixels have to have gotten "fully converged" (based on iRay's algorithms) before iRay will decide the render is complete. It defaults to 95% - cranking it up above that will cause iRay to spend longer trying to make sure more pixels are "perfect."
As a render nears completion, usually the pixels that haven't converged are close enough to those around it that you don't see the bright spots. But that's not always the case - it's kind of a crap shoot. Daz Studio does have a "denoiser" that you can instruct to kick in to help with this kind of thing. It helps get rid of fireflies, but if you turn it on too soon in the rendering process, it can make things look less realistic. Skin, in particular, because skin involves a lot of tricky computations to end up looking correct. So, expect renders that are showing a lot of skin as a percentage of the whole picture (e.g. closeups, etc.) to take longer, because of the extra computations on those pixels. ("Sub-Surface Scattering," if you want to read up on it.)