Even better... Add these to your camera:
public void RotateGlobal(Vector3 axis, float angle) {
myRotation = Quaternion.Normalize(Quaternion.CreateFromAxisAngle(axis, angle) * myRotation);
Update();
}
public void TranslateGlobal(Vector3 distance) {
myPosition += distance;
Update();
}
public void RevolveGlobal(Vector3 axis, float angle) {
Quaternion rotate = Quaternion.CreateFromAxisAngle(axis, angle);
myPosition = Vector3.Transform(myPosition - myTarget, Matrix.CreateFromQuaternion(rotate)) + myTarget;
RotateGlobal(axis, angle);
}
Then just use RotateGlobal for your Y. Works for revolve too

I'll add these into the XNA 3.0 versions of the tutorials.