I think that might have been me. Here's the plan I was using.
Play a bunch of random forts mainly with stoneworking to play around with fort design in the first 1-2 years, figuring out how to make stuff, place furniture, dig for stone, learn basic management skills like quantum stockpiles if you're digging in rock and don't mind that breach from reality, workshop and stockpile placement, and just getting familiar. About how long does it take a dwarf to perform a task or group of tasks? How fast do food and drink stockpiles drop over the seasons as migrants come in? [Also, why a bookkeeper is so important]. And, just how much ambushes suck. [Never played a single fort long enough to get a seige.] And, another important thing, getting a good idea how to design your fortress for future growth so you don't paint yourself into a corner. Bonus for learning to think in 3D. Mainly just "welcome to the playground" stuff like "how deep can I dig?".
Then I realized that a lot of my forts were having trouble, a lot of trouble. I was toying around with farms and such but everything was looking rather, sad. And the survivability of forts was pathetic at best. Food was a never-ending struggle which often resulted in crisis. Same with drinks. Farms just never seemed to get tended especially when seeds got mixed in with the kitchen stockpiles a good distance away. I didn't know how to set up a metalworking industry, just a dirt cheap stone crafting industy. Same with other industries. Then I got an idea. Create different forts with the sole purpose of practicing different industries.
My first fort was a farming fort. To make things easier I went into the init and turned off assaults. Don't worry, I'll turn them back on later once I'm on my feet. I've already forgotten what it went like but it wasn't too pretty. Not in a Fun way but a disorganized mess, but at least I had adequate food and drink. Not much, but survivable even with more migrants. I probably would have been instantly annihilated by a seige. My second farming/brewing industry fort was a massive success. 5000+ drinks, 4000+ plants, 1.4k seeds. Centralized living center [no individuality, longer distances to bed, but it was sweet], workshops, resource, finished good storages set up fairly well. I got good at dwarf management and managed to keep everyone busy for long periods. The only problem is the trade caravans only had 1/300th the weight to carry what I was ready to export. Oh yeah, I embarked out away from mountains so the whole thing was dug out of 3-4 z-layers of soil no aquifers in thick tree-rich jungle. Everything was wood.
My third fort was a meat industry fort. It was also a mess being a first attempt. My animal husbandry sucks but that's why I was practicing it. Another problem is I got too adventuresome and dabbled in too many other industries as migrants came in. The whole thing showed some order but was still a logistics mess and it never really accomplished much. Shelved that one. Now I"m about to start my next game but I'm going to practice a military themed fort with only one major export, asskicking. I suppose this might be a very good time to learn the metalworking industry as well. [Going to self-challenge myself not to use magma forges this time around... Ha... not like I could dig that deep and organize it anyway]. Since I'll be digging into stone I can use the noob stone industry for profits without overwhelming myself with too many logistics [I hope]. Also, going to dabble in some more mechanics other then just cage traps. And, assaults are now back on.
My future plans involve a fort that finishes developing a meat industry and then one that not just gets the side products tradeable, but turns them into finished goods. A lot more complicated then something as linear as Farming -> Brewing. Then I'm going to try to build a zoo just for the fun of it! Get as many creatures caged/tamed as possible. [Already finished switching PET_EXOTIC with PET tags until the Dungeon Master is fixed.] Another reason I'm interrupting my plans with a sudden interest in military is so I can more safely open up caverns to get underground trees and bushes to grow in psuedo-farms [and capture those creatures.]
Side-projects: practice the hell out of the glassmaking industry, learn how to micro-manage and gem encrust stuff, a "mechanics palace" filled with redundant and pointless [not always] plumbing both water and magma [unless my FPS dies horribly]. A sub-section of that would be more intricate room layouts. Non-rectangular rooms in 3-D as well as in 2-D. Oh yeah, can't forget: get a more complete "farming" industry down with all the other sub-industries. And that's basically what I have in mind right now.
This all leads up to some really fun forts I want to do. Like, a double biome embark with an untamed wilds mountain and haunted/terrifying glacier at the far bottom of the world. Build a palace out of glass at the bottom of an ocean. Use a hack to embark on a named mountain and create a super-rich super wealthy super-decorated mountain hall. Make a massive zoo/butchery. And some pretty grand stuff involving spoilers.
I tend to have trouble trying to follow walkthroughs that try to cover too much information, cover it too quickly, or try to break it down into too many small sections. That's why I decided to just try entire industries and sometimes sub-industries at a time until I got good at them, then go work on super forts and mega-projects.
My ultimate goal? Create the perfect world and litter it with forts, making them grand, then abandoning them. Then uploading the world for people to go through all the forts in adventure mode.