Rogues are fun, and the 2 weapon style is great to max out sneak attack damage. I played one when 3.0 first came out, and have DM'd for a couple more. The key, is to get as many Sneak Attack hits in when you use a Full Attack option.
Max Tumble, Combat Expertise, and a good working knowledge of Fighting Defensively are a must. Boost your AC using Expertise and Fighting Defensively, until you can tumble into flanking postion, and drop the sneak attack bomb. Then tumble out, rinse and repeat. You will have to see if you have enough melee combatants in your group to make it worthwhile. 2 other melee-ists per Rogue is a good rule of thumb.
I would hold off on Ranger levels into after your 3rd level of Rogue. Keep at mind, the near automatic nature of DC 15 Tumble checks against AOO, Evasion, and the fact that +1d6 or +2d6 (at 3rd level), are huge at low levels generally makes many DM's cross if they have never DM'd for a Rogue before.
Midlevels, other classes catch up, spells get bigger, Power Attack becomes more usefull, and monsters get more Hit Points.
Now that Two Weapon Fighting is a single feat in 3.5, dipping into Ranger is not necessary, but the synergies work well, even better for an Urban Ranger, than normal.
A small race can be a good choice, the +1 to hit and AC can be nice. A small Rogue must have a maxed out Escape Artist skill, so factor that in when you plan your skill ranks. Funny thing about a Rogue is you can never have enough skill points, so Human with Moderate intelligence is not bad. Dwarf is also very intresting, (Darkvision, Stonecunning), and the Dodge bonus against giants is a nice plus.