Short answer: decide what creates currency, what removes it, and what players can exchange. Instrument those flows before tuning prices; otherwise balance changes are guesses.
Map value before money
List the actions your server should reward. Currency sources should reinforce those actions, while sinks should offer real utility without making normal play punitive.
Create deliberate friction
Listing limits, fees, expiry and travel can each shape behaviour. More friction is not automatically healthier: every constraint should address a specific abuse pattern or design goal.
Observe and adjust
Track issuance, removal, median listing age and concentration of wealth using privacy-respecting aggregate data. Review changes over full play cycles rather than reacting to a single busy weekend.
Limits
An auction house cannot repair an economy with uncontrolled currency creation. Fix sources and sinks before optimising the marketplace interface.
Explore the related MCMinelab solution