Navigating movie clips

Hi. I've basically been copying code from a series of tutorials, and now I've hit a wall because the series doesn't cover this part, and I'm certainly no expert at ActionScript.
Basically, I'm trying to handle all the navigation with movieclips instead of moving around on the timeline. What Im trying to achieve is to have a main 'page' with a couple navigation buttons. One of them (cartoonButton) would open a movieclip called cartoonBG, which is a 15 frame alpha fade-up that would end with a frame with buttons for opening cartoons (right now, there's only one cartoon, but eventually there will be more).
The problem is, as soon as the file opens, it goes into a loop, playing the cartoonBG movie clip over and over. So, I guess I need to know how to make it so that the frame is still when the clip opens, and then I can do an onRelease for cartoonButton and have that open and play cartoonBG. That's sample 1.
Sample 2 is what I have for frame 15 of cartoonBG. That would be where the alpha fade-up stops, and I want it to be set so you click episode1Button and that loads BnR1.flv into the NetStream (and, later on, when I have a second cartoon, episode2Button would load BnR2.flv and so on). That's sample 2.
Thanks so much in advance if someone could help me out!
SAMPLE 1:
stop;
cartoonButton.onRelease = cartoonBG.play;
SAMPLE 2:
stop;
var nc:NetConnection = new NetConnection();
nc.connect(null);
var ns:NetStream = new NetStream(nc);
theVideo.attachVideo(ns);
ns.play("BnR1.flv");
playButton.onRelease = function() {
    ns.pause();
var videoInterval = setInterval(videoStatus,100);
var amountLoaded:Number;
var duration:Number;
ns["onMetadata"] = function(obj) {
    duration = obj.duration;
function videoStatus() {
    amountLoaded = ns.bytesLoaded / ns.bytesTotal;
    loader.loadbar._width = amountLoaded * 475;
    loader.scrub._x = ns.time / duration * 475;
var scrubInterval;
loader.scrub.onPress = function () {
    clearInterval(videoInterval);
    scrubInterval = setInterval(scrubit,10);
    this.startDrag(false,0,this._y,461,this._y);
loader.scrub.onRelease = loader.scrub.onReleaseOutside = function() {
    clearInteral(scrubInterval);
    videoInterval = setInterval(videoStatus,100);
    this.stopDrag();
function scrubit() {
    ns.seek(Math.floor((loader.scrub._x/461)*duration));

That works, but I actually want it to be set up so I (or the user) could go back to cartoonBG again, as opposed to getting rid of it completely.
The way I'm setting this up is that homeButton, cartoonButton, and a couple others (extrasButton, downloadsButton) are all navigation on a footer that will always be there, but they'll bring up these different movie clips (cartoonBG, extrasBG, etc.) instead of going to other frames on the main timeline. The tutorial I was working off of seemed to think that was the way to go, and for whatever reason, I took him at his word.
Anyway, is there a different way I could code homeButton that wouldn't get rid of cartoonBG?
I should also take this opportunity to say thanks for all this help! I really do appreciate it!

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    animation.onRollOut = outHandler;
    animation.onRollOver = overHandler;
    function outHandler():Void {
    this.onEnterFrame = reversePlay;
    function overHandler():Void {
    this.onEnterFrame = null;
    this.play();
    function reversePlay():Void {
    this.prevFrame();
    All of that code would appear in frame 1. You don't need the
    controller
    movie clip. The animation clip no longer contains an orb
    button, because
    we're using animation itself as the "button". (You can always
    see what
    functionality any object has by looking up its class. If
    you're dealing
    with a movie clip, look up the MovieClip class. See the
    Properties heading
    to find out what characteristics the object has, see Methods
    to find out
    what the object can do, and see Events to find out what the
    object can react
    to.)
    In the above code, it's all laid out pretty easily. This is
    AS2,
    remember. We have two events we're listening for:
    MovieClip.onRollOut and
    MovieClip.onRollOver. Those events are established for the
    animation movie
    clip by way of its instance name, and associated with
    corresponding custom
    functions. The outHandler() function associates yet another
    function to the
    MovieClip.onEnterFrame event of the animation clip. Very
    simply, it
    instructs animation to perform the custom reversePlay()
    function every time
    it encounters an onEnterFrame event. The overHandler()
    function kills that
    association by nulling it out, and telling animation to play,
    via the
    MovieClip.play() method. Finally, the reversePlay() function
    simply invokes
    MovieClip.prevFrame() on the animation clip.
    Here's the AS3 version:
    animation.buttonMode = true;
    animation.addEventListener(MouseEvent.ROLL_OUT, outHandler);
    animation.addEventListener(MouseEvent.ROLL_OVER,
    overHandler);
    function outHandler(evt:MouseEvent):void {
    animation.addEventListener(Event.ENTER_FRAME, reversePlay);
    function overHandler(evt:MouseEvent):void {
    animation.removeEventListener(Event.ENTER_FRAME,
    reversePlay);
    animation.play();
    function reversePlay(evt:Event):void {
    evt.target.prevFrame();
    It looks wordier, but if you look carefully, you'll see that
    it's
    essentially the same thing. The main difference is the way
    scope works in
    AS3. In AS2, there are numerous references to "this", because
    the event
    handler functions operate in the same scope as the object to
    which the
    association is made. In AS3, the references aren't to "this",
    but rather to
    the same animation clip by its *intance name*, because in
    AS3, the scope
    operates in the same timeline in which the code appears
    (namely, in this
    case, the main timeline).
    In the reversePlay() function, in order to emulate a "this"
    sort of
    setup, I'm referring to the parameter that gets passed to all
    event handler
    functions in AS3. I happened to name it "evt" (for event),
    but you can call
    it what you like. In the case of reversePlay(), the evt
    parameter refers to
    an instance of the Event class, which has a target property.
    The target
    property refers to the object that dispatched the event --
    happens to be
    animation, in this case. So evt.target, in this context,
    refers to
    animation, which is what I invoke the MovieClip.prevFrame()
    method on.
    I've uploaded a handful of FLA files to my server. I won't
    keep them
    there forever ... maybe a couple weeks, as of this post:
    http://www.quip.net/RewindTestAS3.fla
    http://www.quip.net/RewindTestAS3_new.fla
    http://www.quip.net/RewindTestAS2_new.fla
    David Stiller
    Co-author, ActionScript 3.0 Quick Reference Guide
    http://tinyurl.com/2s28a5
    "Luck is the residue of good design."

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