As Sjosten pointed out, we are in the process of implementing a new Permission system. I'd like it if you would create a couple new writing samples using the prompts as described here (scroll down past all the orange stuff). The more we see the new system in action, the better. Plus, your character descriptions are on the sketchy side, so it would really help to see the agents in action.
I did read the story you posted, though, so I wanted to give my thoughts on that. The first thing I noticed, of course, is your paragraphing. You MUST use either first-line indents or double-spacing to aid your readers in seeing where one paragraph ends and the next begins. Otherwise, each section looks like one huge block of jagged text, and it's possible for two paragraphs to look like one if the ending line gets close enough to the edge of the screen. Hitting "Enter" twice instead of once for a new paragraph is very easy, so I recommend that.
There were a couple other mechanical things ("the" shouldn't be capitalized in your title, for one), but they were minor and few, and didn't distract me from reading, so that's good.
As for the content, if I'm being honest, I was disappointed. Your setup got me interested in how the three kids were going to get together, and what the mysterious villain organization was all about, and what the heroes were going to do about it, but the endgame came about too quickly and resolved far too easily, with lots of convenient circumstances and dubious escapes for the heroes. Notably, I don't think it's really that easy to jump through a glass window or dislocate your own wrist. Actually, I'm not sure how dislocating your wrist would even help escape from bonds like that. Thumbs, maybe, but wrist? How does that work? And how can he do anything useful with his hands, let alone fire a gun even remotely well, shortly after painfully destabilizing his joints like that? That's not something you can recover from instantly.
The biggest problem, though, is that the villains are terrible at being villains. The Mistress is so cartoonishly out of her mind that I can't believe anyone would follow her; her motivation is unclear ("revenge," but for what, and how does torturing kids satisfy her desire for it?); the Generic Goons kidnapping the heroes do so in the most loud and obvious way I can think of; they put the heroes in a truck full of convenient weapons and don't even bother to take James' penknife off him first; the security is so terrible that they can walk through the compound's prison without being spotted by one of the guards on duty or any cameras; a fourteen-year-old kid raised on a farm by his grandparents can hack their computer systems; and they're called Brimstone and Treacle, the latter being a sweet, thick syrup residents of North America know as molasses. And yet these nimrods somehow managed to kidnap hundreds of kids without being caught by the police? It's all very, very silly.
I did like the kids themselves, though. You got across a pretty good idea of who they are as people, and like I said, in the beginning I was curious to find out what would happen to them. I could wish they were a little more original than the "straight-A student," the "slacker who plays video games," and the "unlikely computer genius," but their backgrounds and interactions with their family members helped with that, and I think given more time in the story and some properly serious obstacles to overcome, they could grow very nicely.
~Neshomeh