Here's my personal guide for character creation. Hope it helps...
Specialisation: Combat
Stats: Strength / Agility
Major Skills
Long Blade
Light/Medium/Heavy armour
Athletics
Acrobatics
Marksman
Minor Skills
Restoration
Alteration
Conjuration
Mysticism/Security
(Optional)
Stat Rationale
Combat Specialisation
Combat skills are used most.
Strength
Helps you carry things and do more damage.
Agility
Helps you connect more and avoid damage.
Major Skills Rationale
Long Blade
The most effective weapons fall under this category (Daedric Katana, Daedric Crescent and the Flaming Blade).
Any Armour Proficiency
This skill increases the armour rating of your chosen suit. Additionally, it levels quickly, as it raises whenever you're hit (Major skills level faster than minor/misc), and is tied to endurance, which helps you level health. If you have Tribunal and go light armour, around 6th level you will acquire a very nice suit of armour when the Dark Brotherhood attacks. Light armour also allows you to use glass armour, which is amazingly effective (Found mostly at Ghostgate). Medium allows you to use the Royal Guard Plate and Heavy allows you to use Daedric. Personally, it's up to you, all have their benefits.
Athletics
Increases your speed and stamina when running and swimming. Levels quickly because you're always doing it (Additionally, the stat attributed to it is speed, which makes you even faster if you choose to spend points in it when you level.
Acrobatics
Helps you to get to hard to reach places as well as speeding up travel if you jump while running (This levels quickly and the tied stat is strength (Obviously helpful to a combat class)).
Marksman
This skill can help you cheaply beat most enemies by running backward and throwing shurikens or knives at your opponent, regardless of whether your foe can beat you in hand to hand combat (Get ones with magic effects from Vivec Foreign Quarter). When a throwing star hits, it temporarily halts the approaching mob, so you can actually kill guys this way by stalling their progress without them ever reaching you.
Minor Skills Rationale
Restoration
This lets you cast healing and remove curse/disease spells... the advantages are pretty obvious.
Alteration
This lets you levitate, open locks, water walk and breathe water. All four spells are necessary in the game.
Conjuration
This will let you summon Golden Saints so that you can trap them in Soul Gems and make your own highly effective magic items.
Mysticism/Security
Mysticism lets you use telekinesis to open trapped objects from afar so that you don't get harmed... security lets you disarm them without magic (Also lets you pick locks, but you're getting alteration anyway).
Final Minor slot is really optional... sneak is fun, may want to sub sneak in for athletics/acrobatics, but it isn't necessary. I usually throw in an additional armour proficiency.
Notes:
I go for Medium armour and then kill off one of the King's guard on Tribunal. If you want, you can take light and then kill off one of the assassins that tries to kill you when you hit 6th (As a result of the Tribunal exp.).
Race doesn't really matter, but being a Redguard adds 15 to long blade which is very helpful for the early levels. I personally use Dark elves for the look and their skills aren't too bad either. Their fire resistance renders the spells of a large number of enemy casters/archons useless, for example.
As for star sign, get 'The Apprentice'. The boost to mana is a significant help, with no negative effects (E.g. The Archon).