Okay... Here's a couple of things that you want to keep in mind about the cleric...
Healing Specialization: Any good cleric is pretty much already as good at healing as he needs to be. Good clerics can spontaneously change out any of their prepared spells for a Cure spell of the same level... So. Let's say you've got a death ward prepared in a 4th level slot, but your buddy the fighter has just gotten severely bonked in the noggin, and is in need of some healing. You can (on your turn, of course) dump that death ward spell and, in its place, cast a cure critical wounds on your fighter buddy. So... What you want to do is figure out what else you want to specialize in, since you're already good at healing.
Melee Fighting: Since you've mentioned that your party is short on melee-ers, you may want to specialize in melee yourself. That means that you're going to want a good Constitution and a reasonable Strength. Also keep in mind that you will need a good Wisdom and a reasonable Charisma. Intelligence and Dexterity are going to be your dump stats.
Domains: One of the cleric's special doowackers is the Domains that they get. Each domain is indicative of something that the cleric respresents or upholds... And is usually chosen from a small list based on the god that the cleric worships (or sometimes based on the cleric's alignment, if he doesn't have a god). Each of the two domains that you get grants you a special power and a list of domain spells. If you choose Heironeous as your deity, for example, you get access to the Good, Law, Protection and War domains (I think). Pelor gets you access to the Good, Healing, Law, and Sun domains (I believe). You'll need to talk to your DM and find out what set of deities he's using and see if he maybe has a recommendation for you. Until then, let me recommend a couple of domains as being 'of interest' to a melee cleric build.
Travel: On top of having a cool list of domain spells, the travel domain has the fantastic ability of free movement. For one round per your cleric level, basically no-one can grapple you entangle you, snatch you up, or otherwise prevent you from moving around in any way that you darn well please. As a melee cleric, critters are going to try to eat you time and time again, and this ability is invaluable.
War: This domain gets you proficiency and focus (+1 to hit) with the deity's weapon, usually a reasonably strong martial weapon, like the longsword. This is quite handy for a melee cleric. The domain spells are all reasonably useful, as well.
Strength: This domain grants you the ability to get real strong for one round, once per day. Though the limited time and use makes this ability not quite as cool as the previous two domains, being real strong can come in handy in a surprising number of situations. Get snatched up by a big monster? Make him regret it by whooping the crap out of him. Need to impress a lady in waiting? Open up the unopenable pickle jar. Can't get a door unlocked? Kick that sucker down... And so on.
Must have spells... There are a couple of spells that are absolute must haves...
Bless (1st): This is a first level spell that gives all of your buddies a +1 to attack. Always have a bless handy.
Calm Emotions (2nd): Fear effects, frenzied berserkers, there's all sorts of things that a clam emotions can handle.
Stone Shape (3rd): Especially in a dungeon setting, being able to manipulate stone into various shape has innumerable uses.
Death Ward (4th): You never know when you're going to be faced with a level-draining undead. Death Ward reduces the threat of most undead critters to pretty much nothing (also good for enervation flinging evil wizards). Always ALWAYS keep a couple of death wards prepared. I cannot stress enough the importance of having death wards available.
Restoration (4th): In the case that your death ward gets dispelled, or something zaps one of your companions with an energy draining effect before you can properly protect them, restoration is also your friend.
Righteous Might (5th): You're not actually going to get to cast this that much, what with being the party healer and all, but if you really need to lay the smack down on somebody, its always a good idea to have a righteous might available for when that time comes. This is a seriously useful self-buff for any melee cleric.
True Seeing (5th): Also very handy for those times when the bad guys are trying to pull a fast one over on you. Good for defeating illusions, recognizing polymorphed ... whatevers... and generally ruining a bad guy's day.
Blade Barrier (6th): A super useful battlefield control spell, you can cut the battlefield up (quite literally) into more manageable sections to reduce the number of critters that you have to fight at once.
Heal (6th): Fighters take a lot of damage. Let me reiterate... Fighters take a LOT of damage. You're going to need to use something more powerful than the Cure line of spells on him, and this is it. Keep a Heal or two handy whenever possible.
Wind Walk (6th): If you need to get somewhere in a hurry, or want to scout out a region with a minimal risk of danger.... Wind walk can do that for you. It won't be of use all the time, but in the cases when it is useful. It is super useful.
Holy Word (7th): This is a particularly nasty mook leveler. Make sure that your buddies are all good, so as not to nuke them, as well. This particular spell can be seriously exploited by way of various caster level boosting feats and items. So some DMs may look down at you taking it... But if you're using it primarily to clear out lesser critters, it shouldn't be a problem.
Hmm... I think that's about all I've got. Oh. Armor is our friend Since your Dex is so terrible, get the biggest armor you can afford, and consider putting some fire resistance on it.
Also, even though you will be feat starved as a cleric, seriously consider taking Lightning Reflexes.
Later
silver