TfGuy44's code worked really well!
But I did a slight modification (I think it is quite important):
When I release the button, friction works really well, but I noticed that the lines lag while slowing down just before completely stopping [scrolling becomes non smooth just before stopping], and this would have an unpleasant effect when scrolling readable text.
So I added one line of code that eliminates this problem: 
Code: if( !upPressed && !downPressed )
 { 
   if (abs(ver) < 0.22) ver = 0; // <---- This is the modification
   ver*=.95;  
 } 
I actually got the idea from Smitty's code [Thanks by the way :) ]
the value 0.22 seems good to me in this case.
Now, here is the text scrolling code I have now: 
Code:boolean upPressed;
boolean downPressed;
float pos;
float ver;
float acc;
PFont font;
String s = "The quick brown fox jumped over the lazy dog.";
void setup(){
 size(600,600);
 pos = height/2.0;
 ver = 0;
 
 font = loadFont("Consolas-48.vlw"); 
 textFont(font); 
}
void draw(){
 background(100);
 acc = 0;
 if( upPressed ){
   acc+=0.1;
 }
 if( downPressed ){
   acc-=0.1;
 }
 ver+=acc;
 if( !upPressed && !downPressed )
 { 
   if (abs(ver) < 0.22) ver = 0;
   ver*=.95;  
 }
 pos+=ver;
 pos = constrain(pos,0,height);
 text(s, 20, pos, 500, 500);
}
void keyPressed(){
  if( key == CODED ){
    if( keyCode == UP ){ upPressed = true; }
    if( keyCode == DOWN ){ downPressed = true; }
  }
}
void keyReleased(){
  if( key == CODED ){
    if( keyCode == UP ){ upPressed = false; }
    if( keyCode == DOWN ){ downPressed = false; }
  }
} 
I guess I now have to modify the scrolling boundaries because the current ones won't work on long texts.
Thank you all!