No problem glad you can continue with your work.
I'm just so used to helping fix errors that i got used to spotting them when i look at the model in 3ds max,
or from images with a wireframe, alot of guys on here do the same.
I haven't used maya so you're a step ahead of me there, i didn't like the interface but i guess i'm just used to
the outlay of 3ds max.
Certain shaped polygons will throw an error. For example a plane should be divided into 2 triangles, or divided into triangles depending on how many verts you have on the plane.
To avoid that just make sure all verts connect and create triangles in the mesh really.
This image was made as a reference by someone to give people help on errors when modeling for halo ce.
Notice the way the verts are on the degenerate triangle image are, that's how yours was.
Very easy mistake to make if you aren't used to tool and the errors it will throw up.
Anyway have fun :)