One thing you may want to consider is how much you want to use/abuse the game mechanics when planning your starting build. Different people will have different opinions on just about each of the following:
* And We'll Throw in the Barrel For Free: As the wiki states, buying very small amounts of a very large variety of goods will net you a large variety of virtually-free containers. A dimple cup spawn costs only 1 point and comes inside a bag--potentially a pig tail fiber bag that costs 60 points if you bought the bag itself. Buy 1 unit of every kind of meat & milk there is for a buttload of extra barrels (Newbie tip: Barrels are pretty much ESSENTIAL). Etc. Is this an exploit? Your call.
* Most dwarves automatically get wool/fiber/silk clothes as their starting gear. Those who start the game with "Ambusher" as their highest skill, however, get a free crossbow, quiver, stack of bolts, and leather gear instead of cloth.
* Wooden training axes are every bit as effective at cutting wood as the finest steel battleaxe. That's right, you can hand your dude a piece of cactus and tell him to chop down an oak tree with it.
* Some people like to abort their embarks over & over until they find a dwarf whose preferences they like: A dwarf who likes materials that the player believes will be on-site, or goods that they're going to want to make in large quantities & not export. (A dwarf that likes orthoclase, steel, beds, gauntlets, and sheep wool is a good example.)
* Chaining off the last one, these preferences only matter if the dwarf in question is a noble who makes mandates. The title of mayor goes to whichever dwarf has the most ranks in social skills--even if he/she only arrived at the fort a week ago and has 0 friends. So some people give their "chosen one" 8 to 10 ranks in social skills, just to help make sure he won't be supplanted by some idiot migrant whose only skills are Adequate Crutch-Walker and Talented Consoler. [Alternative solution: Check the nobles list every summer, and if your dude has been "voted" out, re-appoint him back in.]
* Savescumming: Something happened that you would rather undo? Ctrl-Alt-Delete and force the game to quit without saving, then reload your save & try again. Some people do this for trivial reasons ("A tile got deconstructed at the wrong time, and fell through & broke a layer of pasture land, and now my fort will never look right becuase you can't build dirt"), while others do it only for major catastrophes/bugs. As far as embarking is concerned, you might do it in order to take a closer look at the site: Hit "Play Now," and examine the landscape. It might be as simple as casting your eye over the hillsides & seeing what minerals are exposed, or you could also bring along 7 picks and drill a bunch of core samples before quitting, starting again, and re-embarking with your REAL party as if the site were still perfectly virgin.