Safespot 1 - Deadmines!
Deadmines is a lowbie (15 - 22'ish) instance and decently simple, its the alliance responce to WC, and it can be decently challenging at places for a group thats unprepared.
There's a safespot when you reach the ship though, if you fight your way past most of the pirates and get up in height with the steamwheel (Near Captain Greenskin) you can use the steamwheel as a safezone. If you pull to much aggro just jump over there and you'll be safe. If there are parrots amongst the enemies you've aggroed they'll pop over to you so you'll have to kill them before the other mobs return to their duties. The parrots are nonelites though so its piece of cake even for a solo surviving priest.
Safespot 2 - Zul'Farrak!
Zul'Farrak is a 40'ish instance, rather easy for its level if you watch the aoe. In this instance there's the boss Antu'sul that has some nice warrior drops but can be a royal pain in the ass. He summons baselisks, puts out totems and what not. Still never fear, there's a safespot here. When you enter the area where he is you find yourself standing between two hills. Between these hills are two rocks in the ground, parts of a wall or something such. One of these will keep you out of range for the enemies. So a wise move is to clear the area, pull the boss THERE and the healer stands on the stone thats safe (As I dont remember which one it is its simple to pull a scarab there whilst healer is standing on one of the stones and make him pull aggro to see if it goes into evasion mode), then start the fight. Make sure the warrior or dps has sufficent aggro then as the adds spawn they will rush for the healer and stand in evasion mode waiting there whilst the rest of the party is free to handle the boss. Piece of cake. Might hurt a bit getting down from the stone again though but its all in a heroes job description.
Good luck and enjoy.