for farming for booze -
i build two 3*3 plump helmet farms early on, most likely before i even have the "food level" dug out.
on your standing (o)rders menu, make sure "dwarves all harvest" is set to "dwarves all harvest" and not "only farmers harvest". you can change it later, but right at first you cannot afford to let crops wither in the field.
i embark with enough booze to last me a season or two.
also, rock pots/barrels are used to store both plants and seeds/seed bags. you may need two craftsdwarves' workshops to fill the demand for both plant/seed and booze storage.
in the "z -> kitchen" menu, make sure that your crops are all set to brew only. for that matter, make sure your booze is not set to "cook". again, you can change it later, but for the critical first year or two, i find it best this way.
assuming you have a competent or better planter with no other labors enabled, you should be swimming in plump helmets within a season of getting the farms set up.
then it's only a matter of having a brewer with nothing else to do, and a whole lot of empty barrels/rock pots.
by year two you should be able to expand and diversify your crops, as well as set up a better micromanagement system.
oh yea, i think dwarves drink twice a season. you'll want n*4 or n*6 barrels of booze, where n is the current population of your fort. this is so that if you get an early siege or ambush, you can "hole up" without thirsting to death. you can safely reduce this number once you have a military (or traps) capable of defeating such events.