The logistics is needing 2 food units per dwarf, per season; and 5 unit of drinks per dwarf, per season.
So, let's say 7 dwarf.
Food x 2 = 14 units of food for 1 season.
Drink x 5 = 35 units of booze for 1 season.
Given you start doing plant gathering and felling trees, this gives you wood resource to make barrels (or large pots).
Water can be drank from nearby water source, even murky pools.
The most logical answer is Carpenter Workshop will make use of those logs.
I see most video / tutorials make a single Carpenter's workshop which I think is a mistake.
Build 3 or more carpenter's can help lessen the micro managing of wood items from a single Carpenter's workshop.
Queue:
3 barrels, 3 buckets, 3 wheelbarrows, 1 stepladder
1 table, 1 chair, 1 coffer, 7 beds
4 table, 4 chair, 2 doors
With these, you get initial items to brew, haul stone faster, setup gather tree/fruit zone, manager/bookeeper office, hospital, dorms, and dine hall.
All you have to do is for the miner to dig a temporary room, all those (manager/bookeeper office, hospital, dorms, and dine hall) can fit in an 11x11 dirt room.
Then form there, dig room for stockpiles. It is tempting to just make one large stockpile room, but I suppose it depends on the play style of wanting a more micro-managed / organize stockpiles.
The reason for stockpile, is that I want the gathered plants and food be stored sooner because it's position will dictate where I will built the Still, kitchen, and other food industry. Start small and compact with some plans to expand a little bit unless you already have a plan to build elsewhere like near magma, or above ground projects.
Plant gathering and tree zones are seemingly overpowered, or at least makes farm plots less of importance early in the embark. Nethertheless, if doing above ground, brewing needs to happen first to get more seeds for farm plots.
With food done, decide on whether to look for metal, or work with stone, in either case, dig.
The wiki quick start guide covers all of these.