You guys are experiencing packet "time to live" time outs due to hopping (latency/lag).
Game networking is a complex issue and has its' limitations, regardless of the platform being used.
The game downloads certain files to your browser cache. User input info is obtained and forwarded via a string of routers from your location across the internet to WGT's server(s). Then, that input, which includes physics calcs and other data, is sent back to you. Each time the data packet hits a new router on the line, it Hops. If this packet takes more than the specified amount of time in its time stamp it is discarded so as not to keep looping forever.
Most data packets need to go through several routers before they reach their final destination. The more hops, the longer it takes for data to go from source to destination. Furthermore routers and ISP's might apply different traffic shaping policies to different protocols.
It's the internet 2-lane dirt road causing the issues as well as game networking protocols and debugging.WGT uses a company in the Silicon Valley (datapipe.net) for their servers.
Run a traceroute (I set this up for you to trace media5.wgt.com - click traceroute...not ping) and you will see what I am talking about. Look at how many hops some of you need to make just to communicate with WGT game servers. If you click on the full page tab..it will give you a better idea of how much time elapses.
Remember this: the shortest distance between two points is a straight line (at least, on a 2 dimensional flat surface anyway). The internet does not follow this concept however.