First, are you playing the sorcerer from the PHB or are you playing Monte Cooke's variant sorcerer? I highly recommend the latter, because it just simply makes more sense.
I don't know of any online guides, but I'll give you my opinions, for whatever worth they might have.
Since sorcerers are frail, they have no business in melee. You should concentrate on skills & feats that make your sorcerer faster, and better at ranged fighting. So for feats, I would recommend Imporved Initiative, Point Blank Shot, Precise Shot, Far Shot and Rapid Shot.
If you are using Monte's sorcerer, you've got diplomacy as a class skill, so I would put skill points into that. Also, if I'm not mistaken, you have gather information as a class skill, which is another good choice. It can never hurt you to take ranks in concentration, and I usually like my characters (and my players, when I DM) to have at least a few points in some craft or profession that fits their background.
If you are using the PHB sorcerer, your skill choices suck, frankly. So throw all your points into concentration, a craft or profession, and perhaps a bit into the cross-class skill of healing, since it can come in handy.
For spells, again that depends on what your character concept is. I once played a cleric/sorcerer of a water goddess. She only had water related spells for damage. Still, there are a few spells that are too useful to pass up for any sorcerer, IMO. For 0 level spells, light and prestidigitation are my two favorites. First level brings you Mage Armor, which you most certainly will need. Magic Missle is also an old standby. Can you take spells from sources other than the PHB? If you can, then look at some of the nifty ones in Tome & Blood. If you want to focus on a particular element, then one or two of the Lesser Orb spells might be a good bet.
Finally, you might consider taking one or two levels of something else to augment your skills. I've been wanting to play a sorcerer/monk, but haven't yet had the chance.