JThursby's answer to this question is pretty much a perfect answer, IMO. Building on that, two further comments:
-The wealth per level guidelines, and the item system in general, is not optional. It's part of the math of the game. The same goes with the encounter guidelines. It is not like most D&D editions where you can just ignore item and CR recommendations. Mark put a lot of effort to make the math of the game work when you just follow the guidelines, so I would tell any new 2e GM to consider those guidelines sacred until they understand why they are the way they are. All the APs already do that for you.
1. If you want to avoid the headache of tracking this, you can just use the (very popular) Automatic Bonus Progression optional rules in the Gamemastery Guide. This is, IMO, a big quality of life bump -- you don't have to worry about gear at all, and can just hand out magic items whenever it feels fun/flavorful to do so.
2. It's often said that it's impossible to build a bad character in PF2 if you follow a few guidelines, and that's basically true. But it's nice going in to know what those guidelines are!
- You want your main attribute to be 16+.
- You want your (AC bonus from armor)+(Dex modifier) to be 4+.
- (This one is often omitted, and IMO pretty much the only real trap of character creation): You want to build your character to have at least a couple effective third action options.
To expound on #3 a bit: When you're building a character, you want to be thinking about what you’ll generally be doing with your third action. With a -10 MAP (Multiple Attack Penalty) it’s generally not worth attacking a third time. So you want something else effective you can do, or else you’re effectively throwing away a third of your actions. There are lots of options,
but most will require some mechanical investment on your part to do well. For example:
- Raise Shield is a great option. But that means you’ll want a shield, a free hand, and probably the Shield Block feat.
- Casting the Shield cantrip (or some other good 1-action spell like Guidance) is good. But that means you need to make sure you know that cantrip.
- Demoralize (using Intimidation), Bon Mot (using Diplomacy), or other social attacks: fantastic choices. But these require an investment in Intimidate or Diplomacy skills, and a decent Cha.
- Recall Knowledge: This can be very useful, but it requires an investment in knowledge skills, and a decent Int.
- Moving like a skirmisher in range to attack, and then back out of range again. But if you want to make your enemy spend more actions moving than you do, you'll want a high speed - to pick up the Fleet feat, or go for an ancestry with a movement bonus (Elf) or ancestry feats which grant movement bonuses, have a class bonus to movement speed, look into styles which help with this like Tiger Stance, etc.
And so on. Ideally you want at least a couple good third action options to choose between. But that requires choosing these options ahead of time, and building to make them effective.