I recommend looking in the Masters of the Wild for material.
The greatest weakness of a wildshaping Druid is his low Armor Class - the base AC for most animals is 15.
There are some things to do against it, when you achieve these levels - like buying a wild shaping armor (+3 enhancement equivalent), Ring of Protections and Wilding Clasps...
For stats, Wisdom, Constitution, Intelligence, Charisma, Dex and Strength are important, in this order.
Wisdom for spells, Constitution for hit points (remember that you use your "base" form consitution for hitpoints). Intelligence is, as always, important for skills. Charisma, Dex and Strength can be considered equal, though at later level your "natural" Dex and Strength will become more or less irrelevant.
Weapons:
At first levels, you can`t wildshape, so you will need an alternative tactic (and even at later levels, you can`t steadily change form due to the limited uses per day).
Using a Long Spear seems to be a good tactic to avoid getting hit to often (you have weak armor and should not spend to much on Dex). Alternatively, you might choose the sling, which is not a very strong weapon, but be aware - is is a useful ranged weapon against Skeletons (bludgeoning damage!).
At 3rd and higher levels, you could use the Flame Blade spell (you don`t need a good strength for it, since strenght only apply to attacks, not damage with the blade - and it is a melee TOUCH attack).
Spells:
You are, even if it seems ridiculous, the best friend of a monk - Magic Fang and Greater Magic Fang can greatly improve his combat abilities. (It is similar to "GMW" an archers arrows, with the advantage of the monk usually not losing is magic weapons after 50 hits

). When you are in your wild shape, you will have to use GMW on yourself.
You should look careful at your spells - Druids lack the flashy spells (maybe except for flame strike), but they are still very useful. Many of the spells are druid only (or other classes have "better" spells at that level), so you might have never seen them before in action, so read the description.
If you have anyone in your group able to establish telepathic communication with you, it may make many things easier when you are wildshaping.
Animal Companion:
Probably Wolf, depending on your size (read: If you are a Halfing or a Kobold) a Riding Dog might be a good choice. At later levels, bears, tigers and so on become useful options.
For combat, HD and Strength is all that matters, so you will usually get the biggest animals out there. Anyway, consider to have some weaker ones for noncombat purposes (a Hawk scouting - be sure to have speak with animals at hand, a dog "scenting" )
Be aware, animals have low Armor Class, so you might consider getting some Bardings for them. (I am not sure if they are considered proficient with them, if they learned the "armor trick", but I think this is the only thing that really makes sense)
If you have some more money, you can even enchant them or get them some other magical items (Collar of Resistance, Horseshoes of Speed?)
Skills:
Animal Empathy - many encounters with animals can be ended without a single strike of a weapon, if you rely on this skill.
Heal: It is a nice skill to have, especially without a cleric around. But you won`t need to many ranks in it, I think...
Knowledge (Nature) - this skill might give you some useufl information in the wilderness, and maybe about some creatures. Depending on your DM, you might be able to identify even nonanimals and plants with it. (Which makes sense, I think)
Intuit Direction - you do not need many ranks, but it is an trained only skill, IIRC
Wilderness Lore - basically a tag skill for Barbarian, Druids and Ranger. At low levels, you will often have to walk to the next dungeon through the wilderness. This ability ensures that you don`t starve and always have a fine camp.
If you choose Track (consider this if there is no Ranger in your group), you can be helpful in several adventures, especially at low levels...
Feats:
It seems there are no many really direct druid feats (except for Extra Wildshape or similar ones from the MotW)
Maybe search for some Prestige Classes, what they need. (Alertness and Endurance for the Shifter, a PrC I really enjoy playing - but I play a Druid8/shifter8)
Anyway, Improved Initiatve and Combat Casting (or Skill Focus Concentration) are always useful for spellcasters.
If you want to use a longspear (and later in most animal forms), Combat Reflexes can be very useful. (Not only for extra AOOs, but also for the ability to take AOOs even if flat footed)
Considering that most animals don`t have feats (except for Weapon Finesse), Power Attack and Cleave could be nice, though it is not a "realistic" choice.
Equipment:
Wand of Cure xyz. You can`t memorize enough healing spells, so just don`t do it, buy the wand. Ask your group for money.

Ring of Animal Friendship - 12 extra HD of animal companions are nice.
The Druid`s Vestment is useful once you are able to wildshape.
As already explained, a Longspear can be a very useful weapon for a Druid (well, for anyone who engages in melee)
Mustrum Ridcully