Depends what level you are playing at, and what opportunities the map presents.
Given the Mayan UA, getting Theology by turn 60 (for the first Long-Count GP on turn 62) can be pretty powerful, but to do that you need to simultaneously tech quickly, build quickly and grow quickly (both for beakers and to work more hammer tiles)--not the easiest thing to pull off.
If you are playing Emperor and below, you can pursue a 1-city GL->NC strategy to make turn 60 Theology a "stretch" goal, with an early pyramid, stolen worker, bought granary (save your gold and take out loans to buy an early granary), bonus food tiles and a couple of forests to chop. Tech order would be Pottery -> Writing -> Calendar and Mining (order only matters if you have calendar luxuries and/or need to chop forests to get to the luxuries) -> Drama & Poetry (bulb Philosophy with GL) -> Theology.
You might also do this on Immortal or even Deity if you are really lucky with your start (e.g., 2-3 salts, bonus food tiles, forests covering riverside hills that you will chop anyway, early ruin gives you a key tech, such as calendar or mining, etc.), but there's great risk you miss the GL, in which case you are really behind the 8-ball. At those levels, a more typical 2-city NC strategy is much less risky, and your "stretch" goal is turn 70 Theology (for turn 72 Great Person).
Whether you first go scout or Atlatlist (I usually go scout, for earlier contact with CSs and an extra ruin or two), Pottery won't be done when you finish your initial unit, so you're either putting some turns into another scout or Atlatlist, or a worker, or, if you go Liberty, a monument. Switch to pyramid as soon as Pottery ends (more for the 2

than the faith).