Bold text is your actions; use it for only those things that require GM input, and make sure to edit them all in a single post (Piecewise uses only one post with bolded text as your action, usually the first) or at least strike-through the earlier actions you posted in the turn (and aggregate the actual action in the new post).
Usually, colored text is reserved for your speech (for example, Steve speaks in
lime green), you can decide on whatever font/color/etc. combination you'd like, but people might note if you "sound" like someone else.
In general, skills can be fairly specialised towards what you want your character do, and then more or less ignore the rest of the skills. As said in the New Player's Guide, having at least one "weapon" skill (such as Con, Uncon or Exo, depending on weapon of choice) is recommended, but by no means necessary if you don't mind playing a pacifist character (which can be pretty cool at times, but very, very troubling at others).
As for stats, the general suggestion is to leave them as balanced and not dumped as possible, because they get rolled occasionally, and you don't want to die on a 1 out of 6 roll because of your -2 stat (though, again, it can make for entertaining character). The most useful stats are, in no particular order: Mind (more if you're an amper, less but still very important against mindfuck otherwise), End(urance) (your chances of surviving damage; there are times when having a certain End is prerequisite to getting a roll to survive at all), Dex(terity) (dodging and generally avoiding damage altogether, where applicable; plus useful for melee speed and accuracy) and, possibly, Fate (GM intentionally left this stat nondescript to fuck with us, but it is rumored to help you 'avoid' harm when said harm is picking between you and the person next to you). Str and Cha are much more niche, but still useful on occasion.
Ninja'd'd!