You should always keep an eye on the temperature, because on the one hand your inhabitants and on the other hand your food reserves are affected.
Under the sub-item Jobs you can adjust the prioritization of individual activities of each resident. After you completed the normal prioritization, I recommend you to prioritize transport very high (1), so that no goods are left outside.
In the schedule you can manage the time of your residents. I recommend planning enough free time here besides work to keep your residents' satisfaction high.
The tools at the bottom right can be used to mark resources for collection (cut trees, remove bushes and shrubs, harvest, mine rocks and ores, and hunt) on the one hand, and to perform actions (demolish buildings, remove planning, and allow/prohibit collection) on the other.
In the beginning of the game, the first thing you should take care of is food, a shelter for your inhabitants and a covered storage areas. Storage areas should always be covered, because everything that lies in the open rots / breaks faster.
In the beginning, your inhabitants can only ensure their food supply by picking berries and mushrooms, or by hunting animals. To do this, you can use the icons for harvesting and hunting at the bottom right of the screen.
You should also build a campfire and a buchering table. The buchering table is needed to slaughter the hunted animals and thus get meat and leather. By using a campfire, your inhabitants can produce meals that are more durable and make your inhabitants more satisfied.
Once you have unlocked the Agriculture research, you can then ensure the food supply by farming fields.
Building the first dwelling is not difficult. First select the wooden wall and use it to build four walls for your house. Don't build too big in the beginning, otherwise the construction will take a lot of time and your inhabitants won't be able to do other tasks. I recommend about 11 X 9 fields. Once you have placed the wooden walls, it is best to build wooden floors on all the fields inside the house. Don't forget that your house also needs a door so that your inhabitants can enter the house.
Last but not least, your house needs a roof. Select the thatched roof and place it over the entire surface of your house. Note that two sides of the roof must rest completely on the walls.
Once your house is built, it's best to place beds inside so that your inhabitants don't sleep outside.
Storage areas in Going Medieval are defined by areas. To protect goods from the weather, it is best to build a shelter or a house for your storage area. For a shelter you need two walls on which you then place a roof.
Also build out the floor of your shelter and then set it as a storage area.
To store food, it is best to build a closed house, because the food is best stored cold. But keep in mind that the different materials have different thermal insulation.
To unlock a research, you need books. Books are produced at the research table as chronicles, textbooks or theses. The produced books are items that must be stored in a storage area. Make sure that you defend the books well, because bandits can steal them during raids and then you have to reach the already assigned value of books again before you can unlock new research.
I like to start with the research "Agriculture" to prevent a food shortage. The researches "Clay Bricks Making" and "Stone Blocks Cutting" will unlock new materials that will give you more options when constructing buildings.
Sooner or later you will be attacked by bandits, so prepare in time by building a small keep or tower for the beginning. It is best to use wood or limestone for the construction, depending on the materials you have at your disposal.
Just like a house, build four walls, a door and the floor. Then build stairs to get to the next floor and use the floor tiles again to make the second floor walkable. Now build the merlons around the second floor to give your inhabitants some cover.
Finally, it's best to set up stick traps around the keep, which potential attackers can step into and injure themselves.