The most important thing about above ground building is to do everything in steps.
Floors are a luxury - don't build them until you're done with all the necessities: a dorm with beds for everyone (needs a roof, a much better way to spend the same amount of time and material), a not-too-big dining room (again, roof) and an office for manager/bookkeeper (just a ramp, a pillar and two floors for the roof are enough to place a functioning office). I'm gonna highlight it: no walls or floors are necessary for these makeshift tents - just one pillar (four, if more roleplaying), one ramp to go up and a floor for a roof. Stockpiles, workshops and the Trade depot can be safely placed out in the open. Everything better be close together, because the next step is to build a defensive wall all around it: even 1-z-level is enough to ward off wild animals (and those are hell for an above ground fort). You can save some space and time by digging small, single-level dugout houses (which later can be converted into cellars for the actual houses above).
Above ground building requires patience, because otherwise you risk your fort getting overwhelmed with migrants and events that it cannot yet handle. What you need to do is to expand your fort gradually. First of all, I strongly recommend to control the size of your population using the caps in
d_init.txt. Something like 20 adult dwarves is enough for the start without taking too much space. The goal is to accomodate them with individual housing, then you can raise the cap a little more and have about 30-40 adults - a fairly large working population to start on the serious building.
Although it is a slow process, there is an upside to the fact that every room in an above ground fort is constructed piece by piece: they can be tracelessly repurposed and rebuilt whenever you want. So, the next step would be to sit back and think what should your fort of 30-40 working adults look like. Personally, I go with either a couple of
farmsteads or a small village (~15 simple wooden houses with workshops nearby, a small tavern and a temple), but another good reference is a
colonial fort (large, separate buildings for bedrooms, workshops, dining and stockpiles). But, really, it's up to your imagination, just don't to rush to anything too big. Improving the defenses and keeping up with the populace's needs are in priority.
Some tips for early building:
* Have 3 or 4 carpenters producing wooden blocks in waves of 100-200. Whenever you notice you have less than 100 blocks for building, issue a new order.
* Clean up the map of trees, when possible. Trees regrow fast, and the yields are great. Also, live trees are bad for your defenses.
* One building at a time. Move the block stockpile close to the desired location, wait for it to be filled. Designate the first-level walls and a ramp/stair (closer to the stockpile) to proceed upwards. Designate the second-level floor (remember that walls cannot be built over it, so make sure to account for any internal walls you plan for), wait. Designate the second-level walls, wait. And so on.
* If your buildings are not very wide, it may be good to have haulers and builders separate, because each floor will be constructed faster. With a larger population this starts to apply to all buildings.
From here on you can turn your fort into pretty much anything. A fancy castle to accommodate a future baron? A large farming village? A tightly built town? A tower to the sky? A postmodernist monstrocity? Anything you want.
Just remember: advancing in small steps, repurposing what you've already built, keeping up with needs and always having the defenses ready.