Some general tips:
Pre-embark:
1. If your embark has vegetation, you can get away with bringing 7 units of booze. You get four self-emptying barrels and a little bit of time to get vegetation and a still set up. The dwarves I assign to Herbalism are generally the ones that start with military skills, as it gives them a profession to come back to if deactivated.
2. Check out each dwarf before assigning skills. The dwarven psyche has gotten a lot more complicated since the days of only material preferences, but giving Weapon/Armoursmithing to the dwarf who likes iron or steel is still a safe bet. Unless they're a total waste of space. Having an Agile Miner is also good, because they're going to be doing a lot of walking between jobs.
3. Somebody should be able to swim Adequately. Sometimes you really want to cut down a cavern tree that's sitting in the water, and there's a pretty good chance that the woodcutter will end up in the drink. Usually my miner gets this skill. They're more likely to fall in water, they have five skill points spare because their only skilled job is to dig, and they can always go pick up an axe if there is a submerged tree that needs cutting.
Post-embark, before unpausing:
1. Order a forge and get your picks and axes wielded. The keas are everywhere.
2. Make a meeting area around the wagon. It's surprising how quickly everything wanders off the moment the wagon is dismantled.
3. Make a food stockpile, no barrels. No fat or tallow if butchering topside. Make the stockpile BIG if you're aggressively gathering plants.
3b. Put a one-tile garbage zone on top of the food stockpile. If the stockpile suddenly fills, order a swathe of it to be dumped. The items will remain in the food stockpile, but only take up one tile.
Post-embark, after unpausing:
1. You don't need to dig space for bedrooms. Put a bed down somewhere convenient, leave it at the default size, and make it available for claiming. Repeat. You can make nicer ones later, when you want, not when you feel you have to.
Every time I've aborted upon seeing the starting seven, it's gone all the way back to the home screen and I've had to select "start playing", go to the site finder, not remember exactly where I had picked,
Remember where you embarked, and set up a macro to take you to the correct Regional tile. You don't need to save it unless you close the game and restart. You'll still need to remember exactly which 4x4 patch of land you embarked on, because the game doesn't always start you in the same place within the Local tile.
How to set up that macro:
Make a note of where your fortress is. You can take a screenshot (make sure it has the X visible! It does flash), or remember its location relative to a distinctive piece of geography. Should you not like the look of the starting seven, abort the game. When you restart, press Ctrl+R. Then navigate directly to the Regional tile you're after, resizing the embark plot if necessary. Press Ctrl+R again. You don't need to (Ctrl+S)ave the macro unless you're closing the game or using another macro during the embark process, because the game will hold the last recorded macro in memory.
If you don't like the look of the starting seven again, abort. When your restart, the cursor will be in the same Regional tile as it was before. Press Ctrl+P and the stored macro will replay, taking you to the correct Local tile and correctly sizing your site.
It's a pretty simple process, but it takes
so many words to explain.
As for making stuff topside... the trap is that you might get too invested in your production above. You build workshops chains (butcher->tanner/craftshop->leatherworker. You bring thread/shear sheep and get a chain of (farmers)->loom->clothiers'. You get some stockpiles set up.... and then moving all of that underground becomes a huge drain.
Dig a long staircase down, channel out the topmost down stair, put a food-at-least stockpile at the bottom, and dump it all down the hole. Save the food and drink until last, so that it can all be dumped and reclaimed before anyone gets too thirsty. If you're using DFHack and have specialised stockpiles, copy those stockpiles and paste them somewhere if only to retain the settings.
If I were being
organised about the mass dump, I'd have a minecart set to dump down the stairs and I'd gradually empty each stockpile and stop it from accepting new items, thus transferring each industry with a minimum of disruption. But a mass dbd qx px is much simpler, and the Dump Item job has a high priority. So, ehh, down it all goes, and I start fresh at the bottom. Sometimes I forget to go into the stocks screen and exempt powders and liquids from being dumped (just the container please Urist, the contents will follow without your help). That's annoying.