I always embark with seven unskilled Dwarves, seven picks, two axes, one rope, one anvil, three pigs (one male), five turkeys (one male), a breeding pair each of dogs and cats, 25 plump helmet spawn, 9 seeds for everything else except dimple cups, 30 of each booze, and 4 -5 of every "meat" I can afford plus perhaps 4-5 of some fish. This gives me a lot of barrels because different meat types are not stored together. I save some time by using an embark profile minus the meat and fish.
My founders dig an entrance, a farm area in the soil, a water source, and then head straight for the magma. The first wave of migrants begin farming, and whatever else they can do with their skills. The founders pasture the two draft animals at the beginning, and move all the supplies into the entrance. I usually make a temporary meeting place where the depot will later go.
This leaves me free to design the rest of the fortress after there is more labor available.
I don't like to abandon a site that has not been destroyed by enemies or some other outside force.
If I were you, I would leave the game paused at the beginning and plan out the digging for a defensible entrance. Use that for temporary shelter and storage while you work on the rest of the fortress. There is no need to rush while the game is paused. Time is not passing for them. *smile*
Also, turn on the initial save and the saves in spring. Even if you exit through the normal save, you can always go back to your spring position. Just make a copy and rename it so you don't overwrite it after your restart. What I mean is that it will say "something-spr-someyear". You want to copy it and rename it "something", after you have deleted your faulty "something".