Everyone's fortress is different, but this is how I do mine! At least, this is the plan I follow, to varying success.
worldgen
world map - small
history length - 250 years
civs - low
sites - very high
beasts - very low
savagery - very low
minerals - everywhere
embark
high tree/vegetation for efficient herbalists, plenty of wood
clay (porcelain statues)
sand (green glass goblets)
iron and flux
access to all trading civs for broker xp
platinum!
brook so no one falls in
prepare carefully
one prof. appraiser, prof. stone carver
two prof. miner, prof. engraver
three prof. miner, prof. mechanic
four prof. record keeper, prof. organizer
five prof. metal crafter, prof. carpenter
six prof. prof. fisher, prof. fighter
seven prof. hunter, prof. fighter
pair of hunting dogs, four war dogs, pair of cats
many turkeys
many sheep
single food items (for barrels)
milk (one from each animal for buckets)
sand (for bags)
seven fire-safe rocks for early workshops
plus normal stuff
phase 1 (initial setup)
dig 2x2 stair down 3 levels, check for aquifer
chop initial trees
make plant gathering zone, set gather labor
make fishing zone, set fishing labor
make surface pasture zone
make surface refuse and corpse stockpile
set mining labor, restrict to mining only to start (or forever)
set hunter and hunting dogs, war dogs for fisher and trader
dig temp stockpile and workshop spaces
make everything (-wood -stone) stockpile, disassemble wagon
make food stock on top of wagon remains, give to everything stock
phase 2 (get stuff underground)
dig dormitory
dig 2x2 stair down to cave and re-seal, drain aquifer as needed
dig underground pasture, build 2 farmer shops
dig underground farm
make temp tavern
build wooden wall w/ roof and gate around 2x2 stair, space for 4 traps
phase 3 (making essentials)
dig office for manager/bookkeeper (same person)
build temp workshops (2x stonecrafter, 2x crafts, 1x food shops, 2x carpenter, 1x mechanic, 2x smelter, 1x forge, 1x kiln, 2x glass, 1x wood burner, 1x jewler, 1x loom, 1x clothier)
make one chair, one door, make office
assign manager, bookkeeper, broker
check possible instruments, make note of metal/ceramic/glass simple instruments
build surface trade depot (move later)
phase 4 (initial workorders)
workorders for meals, booze, cheese
workorder for shell crafts
workorders for charcoal, coke from coal and lignite, smelt magnetite, iron bolts, sand collection, green glass goblets (or whatever), porcelain statues (or whatever)
workorders for barrels, bins, beds, cages, buckets
workorders for mechanisms, doors, chairs, tables, chests, blocks
workorders for spinning, weaving yarn cloth, yarn bags, yarn crafts
workorder for cutting gems
workorders for milking, shearing at pasture
make 10 wood wheelbarrows
make 10 wood stepladders
make 20 wood grates
make 12 wood nest boxes
make 20 wood beehives
make 10 wood bookcases
make 3 anvils
disable auto weave and auto webs
set sand collection zone
make dormitory
phase 5 (early wealth)
link surface entrance bridge to lever, make cage traps
find some kaolinite to mine
find some magnetite to mine, leading to some platinum
workorders for smelting platinum, making instruments (or minecarts)
plan and dig fort spiral path
plan rest of waterfalls
find some lignite or coal
find some flux
mine gems as you find them
one vein's worth of platinum turned into simple instruments before the first dwarven caravan yes yes
phase 6 (planning)
plan stock and shop floors
plan tavern, food shops and stocks
plan bedrooms, big temple, library, tombs, leave room for guilds and small temples
plan militia floor
phase 7 (industry)
start courtyard walls with rock blocks after first dwarven caravan
make dining hall/tavern, food stocks and food shops, nest boxes, screw presses
remove temp food shops, food from temp stocks
dig lever room, link levers
make caged animal stock next to food/butcher, animal training zone
dig enough bedrooms for current pop plus a bit
dig shop and stock floors
make permanent shops, remove temps
make finished goods (-tools) stock, and a tools stock
build trade depot near finished goods stocks, remove surface depot
re-evaluate initial workorders
set up beehives (4 for splitting, 16 for collecting)
workorders for press honeycomb, make mead, clay jugs if plenty of kaolinite, green glass otherwise, wax crafts
make aboveground farms in courtyard, dedicate farmers, micro seeds forever
dig waterfall canals, place grates, make drain, dig aquifer
workorders for pig iron, steel, steel bolts, steel melee gear
phase 8 (dig rest of fortress)
dig more bedrooms, then more, then more
turn dorm into hospital, put in a couple of chests, set doctor
dig and set up undedicated temple, guilds and temples as requested
dig and set up library
dig and set up tombs if needed
build militia quarters, make 5-person melee squad
phase 9 (get rich)
enter repeating encrust jobs as needed
rebalance labors, re-evaluate workorders
dig more coal
dig more gems
dig more magnetite, flux
dig more platinum
dig more kaolinite
start smoothing/engraving
phase 10 (succeed)
keep digging bedrooms
keep digging ore and fuel
keep chopping trees
keep smoothing, engraving
place statues in rooms to make fancy
say hi to all the bards