The key to playing a Cleric in 3.5 D&D (I found) was in using your long-term spells well.
So, that means in the morning you cast Magic Vestment on yourself, and Greater Magic Weapon on your weapon, and perhaps Status on the party. Some folks also really like the Spikes spell from Complete Divine (cast on a club or quarterstaff). Those spells will last all day long, and will help out with every encounter. I have also heard that lots of people like Heros Feast, also because of it's all-day effects.
Next, I paid attention to Battle-Long spells that boost your own fighting abilities. That means Divine Favor, Divine Power, and Righteous Might.
Next, healing spells. Many of your spells will end up being swapped out for healing spells. Remember that you get the most bang for your buck from low level spells like Cure Light Wounds and Cure Moderate Wounds, since the first level spell will heal 9.5 hit points with one casting, on average, and the second level one will heal 19, on average. The healing curve starts to drop off after that, at your level, as you cannot take full advantage of the "+lev" portion of the spell.
In addition to swappable healing spells, you have the more unique healing-type spells. Things like Lesser Restoration, Restoration, Remove Disease, Remove Curse, Remove Paralysis, Delay Poison, Remove Blindness/Deafness, Neutralize Poison, and Raise Dead (I'm leaving Freedom of Movement and Break Enchantment out intentionally, as they are more utility spells). I tend to find these spells are best for scrolls, and even sometimes wands, rather than preparing them yourself. I found a wand of lesser restoration was particularly useful, as temporary ability damage can become common in the mid-level range.
Finally, you have the utility spells. I found the following to be of the most general use during adventures: Detect Magic, Light, Bless, Darkness, Silence (this is critical to combat spellcasters), Meld into Stone (good for escapes), Speak With Dead (best way to figure out what is going on in the adventure), Stone Shape (very high utility), Dispel Magic (very high utility) Freedom of Movement (very high utility), Break Enchantment (very high utility), Wall of Stone.
There is another category of spells that increase the fighting ability of your fellow adventurers (buffing spells). This is an important category for some groups, and not for others (where the Arcane caster might do it instead). Regardless, being able to increase the ability scores of your party, like strength through Bulls Strength, can be quite useful.
That should serve as a decent review of your spells. You will find that, as you play, through experimentation, you will eventually come up with a list you are comfortable with as prepared spells for almost every day. Don't be afraid to experiment. Some of the best uses for spells I found only came after I accidently prepared the spell or was forced to because of my domain (like Spiritual Weapon, a good spell with fairly high utility that I never would have chosen but-for the fact that it was a domain spell).