Ok, my plans changed and I returned home after work tonight, so I got a few minutes to spend on this…
I’ll explain what you did wrong. It’s not a glitch, or error, or anything like that, the only thing in the last file you posted that was causing problems was that it took blender a fraction of a second to go from the last frame to the first frame. So it looked like a disruption in the animation. Please back up and re-read my explanation of animation curves…
I said I’d post a file if you didn’t understand it, but I’m rendering something, so I can’t use blender. So do it yourself, start up blender with the default set up, a cube, a camera, and a light. Go to a top view in the 3d view, select the cube and insert a key frame on frame 1. Advance 10 frames, shift-up arrow, rotate the cube 90 degrees and insert a rotation key frame. Repeat this step again, now the cube has rotated 180 degrees. Do this 2 more times, advance 10 frames, rotate 90 degrees, insert rotation key frame. Now your cube should rotate 360 degrees over 5 key frames. Play the animation and notice what happens. The cube starts slowly turning and speeds up, then slows down as it completes the rotation. Now open up a graph editor, there are 3 curves there if you only inserted rotation key frames, before frame 1, the three curves over lap each other and it only looks like 1 curve. By by frame 11, the next key frame, the z-rotation curve should have a point set that is above/below the previous key frame. Look at that curve carefully and you’ll notice it’s not a straight line, but it’s slightly ‘s’ shaped. That sort of smooth rounded curve is what produces the slow spin up and the slow down of the cube as it completes the rotation.
It a biezer curve, and it’s shape of one control point depends on the control point before and after the one you are looking at. Since there are no more key frames after the last one, the curve goes horizontal. That affects the shape of the curve before that last key frame causing the slow down at the end. Select every point in the graph editor with the a-key, and in the key menu, find the interpolation mode, and set it to constant, instead of beizer. Now look at the curve, it should be a horizontal line, the a straight diagonal line, the continue on as a horizontal line. Now playback the animation, it should rotate at a constant speed once it starts to rotate, without any speed up or slow down. Now convert the curve interpolation mode to constant. Look at the curve, it should look like stairs. Now watch the animation, the cube rotates in steps, 90 degrees at a time.
This is why your key frames before and after the preview range was causing the glitch. They were affecting the shape of the curve at the first and last key.
Hope this gives you some insight into how the curves work, they are important if you are going to do any animation.
Randy