I wonder if Zulu is even around still to check his/her thread...
Anyway, there are so many different factors that go into the way any game is played that it's really pretty tought to use one that applies to every situation. A smaller map may mean more military early while large and/or island maps may allow you to develop a bit more in peace. Barbarian settings can make a difference, the amount of other civs, and, of course, the difficulty level. At deity, happiness is an issue first and foremost while at King you may not need to have so much in the way of martial law at the outset.
Heck, in some cases a starting plan may go awry after hitting the first hut. I've bailed on several a game where the first hut I popped had barbs in it and killed my second settler. Urgh.
In general, I have some goals that I try to reach at the very outset of the game.
1. Get to Monarchy: You'll need to get alphabet, code of laws, and ceremonial burial to be able to study Monarchy. Often, you will also have to discover one other additional tech which I try to make writing or bronze working or something. The drive to Monarchy is so important that I will sometimes hold off on popping a hut until I reach it. Too often I get something dopey like warrior code which does nothing for me other than delay my time to get Monarchy. From there it's a beeline to Philosophy if possible.
2. Expand, expand, expand: I know that my second settler (if given) is a "NON" settler, but early expansion is such a key for my style that I will use that one ASAP as well. Build queues for my city will usually be warrior, settler, warrior, settler and then maybe temple (if deity but still sometimes not), wonder, or even another settler. I WILL rush or partial rush at ANY time possible. A bit of micromanaging in terms of cash buying and worker allocation can save many, many turns in the long run.
3. Get the SSC established: Hopefully, there's a good city spot with water/rivers along with 3 or 4 specials. This city MAY build one settler in the beginning, but I prefer to start it right away on a wonder so that I can guarantee that this city gets the Colossus. Then, this city gets everything possible - supported by the surrounding cities. This city will be cultivated at every opportunity and will not build units or any other settlers as long as I can help it.
4. Try for the wonders I like: In deity especially, the wonder race will be quite heated in ancient times if you have 7 civs involved. I can usually count on 2 or three of these, so along with the Colossus I'll try to get the ones I like. At deity, I prefer the Hanging Gardens if there is ANY way to get it. After that, usually the Pyramids - perhaps even Marco Polo's (not really ancient, but still early). I'll usually find that that's about all I'll get in ancient and then concentrate on the next wonder goal of Mike's Chapel.
The rest of the game is then based on how everything went during the startup.
One of the nice things about the game is that it offers so many ways to play and to eventually win. My method above leans to my style of aggressive expansionism and tech superiority. Militants may do some things that are drastically different while perfectionists will be different from both.
Try them all and see which style gives you the most enjoyment. You may find that there's more than one...
