Here is a guide to all those WoW players who are new.
Creating your character
There are two things you need to decide when creating your character. You will need to choose a race/class, but first you will need to pick a server to start on. Let's pretend we don't care about the time zones (if you're U.S.,) since really we don't. The decision to be made is player versus player (PvP) or non-PvP. (called PvE)
There is PvP content on the PvE servers. Don't think you'll be completely missing out. However on the PvE servers, if you're an orc and you run across a human, you can't fight him unless he agrees to fight you. There is a "PvP mode" you enter and at that point anyone on the other side can attack you (and thus enter PvP mode themself.) In other words, PvP is consentual on the non-PvP servers.
On the PvP servers, you can attack the other faction at any time. If you want to, you can be a level 30 player and go kill new level 1's and 2's. There is a penalty for doing this; that is considering a dishonorable kill, and you will slowly become outlawed in your homelands if you "gank" enough newbies, which means you won't be able to resupply or repair very easily at all. This is strictly an issue of *attacking* someone *much lower* in level. Any other time, there is no direct penalty for fighting someone, and you must be prepared to have that happen to you at the most inopportune times.
PvP adds a certain element of realism - it puts the war in warcraft. If you are not a fan of being at the whim of other players, though, you might be better off playing PvE.
The other obvious dilemma in starting the game is choosing a combination of race and class. Not all combinations are available. I recommend choosing a class first, and then a race to match, because some classes may suit your playstyle more than others, and overall it is the more significant decision.
A brief run-down of classes:
Warrior:
races - all
tanking - highest, damage - decent, utility - low, healing - basic
Warriors are the guys up front in plate armor. They take the blows, and are expected to try to keep anyone else from taking them if they can. They certainly can deal damage though, and have three battle stances to reflect their balance of offense and defense. Rather than having mana, warriors generate rage to activate their special abilities as the battle goes on, and have quite a few combat skills to use, not all of them available in every stance.
Warriors wear mail initially, later plate, and can use nearly all weapon types. They start with a one-handed sword and shield.
Paladin:
races - human, dwarf
tanking - high, damage - decent, utility - high, healing - decent
This Alliance-only class just got changed tremendously, so take anything said here with a grain of salt. Paladins have virtually no genuine combat skills. Instead, they have a few other abilities to juggle. First, they have auras, which are permanent effects around the paladin (armor bonus, damage reflection, etc.) Second, they have "blessings" that are short term buffs on their teammates which fairly potent effects, only one of which works at a time. Third, they have "seals" that are self-only effects that last for 30 seconds. Seals are both strong in nature, and can also be released as a "judgement" that then becomes a status effect on their target. (A seal that gives the paladin life per hit becomes a judgement than gives anyone hitting that target life per hit.) They can also heal and rez, although they probably aren't the best choice for a main healer.
Paladins can use mail armor, plate later on, and can equip many non-ranged weapons. They start with a two-handed mace.
Shaman:
races - Tauren, Troll, Orc
tanking - decent, damage - decent, utility - high, healing - high
The Horde's answer to the paladin, the shaman is a true hybrid that can function as melee damage dealer, magic damage dealer, tank, or main healer. While a shaman can do all these things, it really is up to the shaman to choose a style that fits them, based on their talent choices. Shamans also have the ability to lay totems, which create local effects. The totems each have an element (fire, air, earth, water) and only one of each type can be used at a time. The totems are attackable, and most only have a few hit points, but are immune to AE effects. Examples of totems are a healing spring totem that gives nearby party members health over time, a grounding totem that roots nearby enemies, and a fire nova totem that detonates after a few seconds in a fiery explosion.
Shamans can wear leather armor, learn mail later, and start with either a dagger or staff. (I forget which, probably the staff.)
Rogue:
Races - all but Tauren
tanking - respectable, damage - highest?, utility - decent, healing - basic
Rogues are perhaps the masters of combat damage. However, they can not take damage anywhere near as well as a warrior can, despite having an exceptionally high dodge rating. Rogues are also able to stealth and sneak up behind opponents, with special skills to initiate combat from hiding, including the ability to sap an opponent, stunning him for a lengthy period of time. Rogues do not use mana, but rather energy that drains as they use it, but fills very quickly on its own. Unlike mana pools, a rogue's energy pool is always out of 100. Some skills the rogue performs adds a "combo point" to that target, and other skills are refered to as finishing moves, and have a stronger effect based on how many combo points are on that target. The points become spent when the rogue does this, and cannot be transferred to another target.
Rogues wear leather and can use most one-handed weapons and ranged weapons. They start with a dagger.
Druid:
Races - Tauren, Night Elf
tanking - moderate, damage - moderate, utility - high, healing - high
Take those traits above lightly: druids are able to shapeshift into two animal forms, a bear and a cat, that make the druid behave like a warrior or a rogue. The bear can tank, the cat can sneak and deal heavy damage, or the druid can remain in caster form and be a potent user of nature magic. As a caster, druids have arguably the best buff spell in the game, and various healing skills at their disposal. Compared to the priest, the druid's spells focus more on being over time. Druids can also nuke to some degree, although not as potently as the true caster classes.
Druids wear leather and can use daggers, one-handed maces, and staves. They start with a staff.
Hunter:
races - Night Elf, Dwarf, Troll, Orc, Tauren
tanking - respectable, damage - uncertain*, utility - decent, healing - low
The reason damage is listed as "uncertain" is because of the very recent addition of talents to the class.
Hunters are the masters of ranged combat, dealing damage more effectively with a bow or shotgun than anyone else. While their emphasis is on their ranged combat, they are also capable at close range, and are skilled survivalists that use traps and the beasts of the wild to their advantage. In fact, hunters can tame beast-type creatures to be their pets, and after building a degree of loyalty with that pet, teach them skills that make them effective at dealing damage or tanking for the hunter while he shoots his target. Hunters have a line of buff spells called aspects, of which they can only use one at a time, and which mostly only affect the hunter. Hunters are especially known for their mark ability that highlights a creature and puts a big floating arrow above it to indicate a target for others, as well as increasing ranged damage against it.
Hunters begin with leather armor and can learn to wear mail, and can use almost all weapon types. They start with a one-handed axe and either a gun or a bow (with ammo pouch or quiver.)
Priest:
races - Night Elf, Human, Dwarf, Troll, Undead
tanking - low, damage - respectable, utility - respectable, healing - highest
Priests are the stereotypical holy healers of the game. They are NOT clerics, though. These guys do not walk around with a shield and plate armor. Instead, they have two sets of magical spells - one divine and the other of darker "shadow" magic. Generally, the divine spells are more healing-oriented and the shadow powers deal damage and manipulate powers of the mind. Priests are known for their spell "Power Word: Shield", which is a short-term buff that absorbs a certain amount of damage before it fades, which allows the priest a sort of last-second heal or helps the priest channel spells while under attack.
Priests can only wear cloth armor, and can use daggers, wands, one-handed maces and staves. They start with a mace.
Warlock:
races - Human, Gnome, Undead, Orc
tanking - low, damage - decent, utility - decent, healing - low
Warlocks are not the masters of dealing damage quickly, but they can generate a lot of it over time with the use of "damage over time" spells. They are the users of dark magics, and draw their powers largely for demonic arts. To that end, warlocks are able to summon one of five different demon pets to fight for them. Warlocks have the ability to summon players from anywhere, so long as two group members assist with the ritual. They can also create soulstones that auto-resurrect a player with just a few HP and mana shortly after they die.
Warlocks can only use cloth armor, and wield staves, daggers, wands, or one-handed swords. They start with a dagger.
Mage:
races - Human, Gnome, Undead, Orc, Troll
Mages are the blasters of the game, able to deal heavy amounts of magical damage in a very short period of time. Aside from being masters of frost, fire, and arcane arts, they can summon their own food and drink, as well as create teleportation portals to major cities. Mages are also widely-known for their use of polymorph, a spell that turns a target into a sheep for a period of time as long as it remains undisturbed, effectively removing it from combat.
Mages wear cloth, and wild staves, daggers, wands, or one-handed swords. They start with a dagger.
All listed non-startnig weapon proficiencies must be trained.
Race is a bit less of a decision. There are some bonuses to race, which I won't outline, as they are only intended to have minor effect and add flavor to the game. Use the sidebar to read up on races if you like. Since they recently entered the game, most players don't have hard facts on any race being better than others based on their traits. IMHO, you should play the race that you most see yourself playing (if it is available for your class.)
You do have some minor options to adjust your appearance with things like skin shade, hair style, facial hair, etc. This isn't going to impact your gameplay, so just pick whatever looks prettiest to you or whatever.
Enter your name - something NAME-LIKE, or you run the risk of having it changed - and press create. You're ready to start.
The first five minutes
If you're reading this for information, I will assume you haven't actually started playing yet, so refer to this screenshot for a basic layout of the user interface.
The first thing you will witness is a brief introduction to your race, purely for storytelling purposes. The quests you do will often relate back to what is mentioned in it.
When you first look at the screen and all the shtuff on it, you might be a little bewildered. Let's talk about what's on the screen right now, and get into the menus a bit later.
In the upper-left corner is your character portrait, along with your health and mana bar. (or rage or energy, but I will continue to say mana.) If you were in a group, your groupmates' display would appear below your's, slightly smaller.
Next to your health is your target's health. You will need to click on someone or something to get a target, but in the screenshot, the mage is fighting a Young Goretusk. The yellow namebar indicates that this is a neutral target - able to be attacked, but not agressive. Red indicates agressive, while green is a friendly target that you cannot attack. Player names are in blue. "Tapped" targets, which we'll discuss later, are in gray.
In the upper-right is the minimap. It displays the name of your region (Westfall), clock - the sun gives an exact time if you mouse over it, an overhead view of the area with zoom in and zoom out buttons, and arrows along the edges indicating the direction of points of interest or distant groupmates. Groupmates and other things you are tracking appear as dots on the minimap. For example, there is a dot to the west that is the location of an herb. This is an old picture, but if someone is actively tracking herbs, ore, undead, treasure, etc., it will appear in a small circle by the minimap.
Just to the left of the minimap are active enchantments. The mage here has Arcane Intellect and Frost Armor both cast on herself. Negative effects get their own row beneath the positive ones.
Above the bottom bar are the two chat windows. The right one is for combat messages and the left one is for all other messages, such as communication with players. This is no longer the default setting, and you will probably not see the combat window by default, although it is easy to switch to by putting your mouse over the chat box and picking the other tab. (The current set up is refered to as "simple chat" in the interface options.)
Along the bottom, the left side of the bar indicates abilities that can be used at the push of a button, or you can click on them. You get six bars to work with, and there is no limit to memorized spells or anything like that. The only limitation is what you can fit on the screen, and some custom user interfaces create more bars of hotkeys.
The center region of the bar is the different menus you can bring up. The right side is your bags - you will start with just the backpack at the right end, and a quiver if you are a hunter. You need to acquire bags to begin with, and this is one of your first challenges in the game. The green bar between the options and bags is a lag-report, that gives you your ping if you mouse over it.
The long narrow bar divided up into 20 blocks above the toolbar is your experience meter. You can read all about experience elsewhere, but at low levels, it will fill very quickly. If you are considered "rested", meaning your player is fresh from inactivity, you may find a notch in the experience bar. Until you reach that point, you gain experience at a higher rate.
The arrows or WASD keys will move you. Somewhere near you should be a person with a big yellow exclamation point over their head (!) If you are undead, you will need to leave the tomb you start in first.
If you move near that person and right-click them, they will begin to give you a quest. That quest will either be to kill some of the basic creatures nearby, or talk to someone nearby who will tell you to do that. Be sure to keep an eye out for other questgivers. While you have an active quest with an NPC, they will have a silver question mark over their head, and it will turn yellow when you have finished. (A silver exclamation point means that person has a quest you are too low in level for.)
You might have noted when you put your mouse over the questgiver to talk to them that your cursor changed to a talk bubble. Any time your cursor changes, there is something special you can do by right-clicking. Talking to people, looting corpses, mining ore, opening chests, and attacking monsters are all different examples.
Find a nearby creature, and walk up to them. You'll notice that the game tells you what level they are. Expect a tough fight if it isn't level 1 or 2. Target it and attack by either right-clicking the creature, clicking on the attack hotkey at the left end of your ability bar, or by pressing one to activate that hotkey. (You can also press T to do this.) Your character will attack automatically until the fight ends. Your skill with your weapon will probably go up some, and when the creature dies, you can then loot its corpse.
Find another creature, but this time, try using one of your abilities to start combat. If you are a melee character, such as a rogue, it will turn on auto-attack by itself. If you cast a spell or fire an arrow with autoshoot, you will need to turn on attack on your own when the creature gets near. You can also use your skills during combat, of course - a warrior will have to since he starts a fight with no rage and has to attack normally at the beginning (for now.)
After you've picked up some stuff, click on your backpack to open it, or press B. You might have picked up something you want to equip. You'll also have a few things you started with - some food and drink, your hearthstone, and a note from your class trainer. Food and drink restore your health and mana out-of-combat, and the hearthstone will teleport you to the last place you bound it to, (usually an inn,) with a one hour re-use timer. Right-click on the note (it might not be a piece of paper) and it will start a quest simply to find your trainer.
Press C now to open the character window. (This is the button with your face on it at the menu bar.) Here you will find the items you are wearing and the mostly empty slots you can equip for. You'll also see your basic stats and some notes about your weapon damage.
Go to your backpack and pick up an item you want to try equipping. One of the boxes in the menu should turn blue. Click on that box and your character will equip that item. (If the armor type is in red, such as mail for a priest, nothing will happen because you can't wear it.) If you replaced an old item, like your shoes, it will go where the new shoes were in your backpack. You can also right-click to quickly equip items. If you were lucky enough to get a bag of some sort, *drag* it to one of the other inventory slots in the bottom right.
There are two other tabs at the bottom of the character menu, reputation and skills. Ignore reputation. Skills will tell you the things you are capable of (weapon proficiencies, for example,) and how skilled you are at them out of your potential. Your potential will increase each level.
Press escape to close the windows you have open, and press M for map. This will bring up a map of the nearby area you are in. Not much of it is showing since not much of it is explored, but at least this should help you a little bit from getting lost. If you right-click on the map, it will zoom out to show the whole continent, and you can look at any other map you have explored.
Kill a few more creatures, and then go back into town (or whatever settlement you have) and find a merchant - any merchant. If you put your mouse over an NPC, it will say their name and their profession. Generally anyone that isn't a guard or a class trainer in the starting area will sell things. (If a person has a big name floating over their head before you target them, that is another player.)
Right-clicking on a vendor will open up a sell window. There might be things you want to buy, but hold off for now. Find a couple items in your backpack that you can't use at all, such as random body parts of creatures you killed, and left-click them to highlight and then left click in the list of goods to sell it. You can also right-click to sell quickly.
When you've sold everything you can't use, close the window and look around for your class trainer. They should appear as a yellow dot on your minimap when you draw near, but some might be a little tricky to find. (Night Elf druids and hunters: there is a ramp around the left side of the tree by the guard that leads up to where your trainers are.) Assuming you haven't already, you will finish your first quest by talking to your trainer. Right-click on them and pick complete quest. Voila, a couple free exp. (Next to none, but other quests will give far more.) When completing other quests, you will often get a choice of rewards at this screen.
In any event, talk to your trainer again, and tell them that you wish to train. There will be a very short list of abilities showing that you can train from them. (Your skills up to level 6, to be specific.) One of them will be green, meaning you can learn it now. Click on it and click train. Congratulations, you just got a new ability.
Now you will want to open your spellbook to make a hotkey for it so you can use it. Click on the book at the bottom of the screen or press P. The spellbook has 4 tabs - one for basic general stuff like attack and tradeskills you might have, and three for different class skills. One tab should be glowing. Click on it, find your new skill, and drag it to the toolbar.
Look around town for any other questgivers there might be. You should find at least two besides the very first one and your trainer. If you aren't sure how many quests you have or if you've completed one, you can look at your quest log by pressing L, or clicking on the chalice button in the menu bar. This will give you a list of all your quests, and give you the text of the one you have highlighted with your progress at the top. It also tells you who to report to when you finish.
Any quest you have finished will have its line ending in "(completed)". When you get higher level quests, they will appear in orange or red, rather than yellow, to indicate their difficulty, or if you let a quest grow old (by outgrowing it in levels,) it will turn green and eventually gray.
That should just about do it for your first five minutes, or more likely a tad bit longer than that.