QUOTE
float $foo = rand(.2,1);
particleShape1.custom_scale = <>;
particleShape1.random_number = rand(-25,25);
particleShape1.custom_rotation = <>;
and for Runtime,
particleShape1.custom_rotation += particleShape1.random_number;
For those of you who don't know...(This was me. I had to ask.)...link the custom_scale per particle vector to the scale attribute and custom_rotation per particle vector to the rotation in the particleShape1 Instancer tab. The random_number is only used in the runtime expression. Also, I increased the random_number per particle float quite a bit to get some faster spin.
As for runtime, I entered it for runtime after dynamics (I'm on Maya 8).
I hope this helps the particle newbies.