2. ....e5 is the Albin Counter Gambit, a real defense, but 3. ... f6 is a dumb move as after 4. pxp pxp 5. e4 white is up a pawn, has the better pawn structure and easy development. Talking imbalances doesn't make sense here -- the issue here is that white is up a pawn and has free and easy development, defeating the purpose of a gambit. All of that said, nf3 is also very strong.
7. a3 ... super common beginner mistake wasting a move when the pin would be nothing here. Among other things, it would instantly lose the bishop to qa4 check. Moreover, since the black knight cant go to d4 black can't add another piece onto the pin.
I have no worthwhile comments on the rest of the game which was decided by your opponents repeated blunders.
I've been trying to utilize IM Jeremy Silman's technique of using the differences in your position (imbalances) to your advantage, and I was wondering if this game is a step in the right direction. I started out with a blunder, but did my best to attack my opponent's weakness and involve all my pieces as strong as I know how to and I eventually recovered from my blunder.
I would appreciate any suggestions if you have the time. Happy Checkmating!