As Hugh points out, navigation is critical for effective newspaper UI. I am still working on this, but what I currently have is a 'flat' paper with two modes: Scanning and Reading. In Scanning mode, view is zoomed out to a point where headlines can easily be scanned. In Reading mode, view is zoomed in to allow articles to be easily read. Transition between the mode is a single mouse click. So you click to read the article under the mouse and then click to get back to scan. Mouse drag is used to scroll in both modes.
Page navigation is done by visual artifacts along the edges as well as a 'flick' (fast horizontal drag) in Scanning mode. I am still exploring other ways to navigate but I have yet to find an easier mechanism. The magic sauce in this UI is the 'instant' transition between modes, meaning less than .5 seconds of delay. Effects of such 'instant' transition has first been seen in Atari's Adventure game twenty years ago, but still remains true today.
A Side Note: To maintain the emotional effect of real newspaper, the newspaper UI does not support inline scrollable areas. You can scroll (actually you are moving the paper) the newspaper but you can not scroll its parts.