Scuttle a ship to get some fuel so you can stop drifting in hyperspace.
Not really worth scuttling a ship for some fuel, just let yourself drifting to the closest gravity well and go buy some of it at the nearest independent station. If you got caught by the Mayorate fleet at the beginning, just start a new game, not worth trying to survive them.
Otherwise, my old comment is still valid.
Starting first with a faction seems easier to me, you can directly buy ships and weapons for your fleet. When you have one or two destroyers and start having trouble dealing with the supply cost, you can leave the faction and take the voidwalker station (don't forget to take all your stuffs you left at the previous station or else it will be lost).
The easiest to me was to start with a low-tech faction. Supply cost won't penalize you as much as higher-tech factions like BRDY or TTs. Getting an early carrier with a bunch of Talons and Thunders (Thunders are good enough bomber early to mid game, Talons to swarm the enemies ships, Foxbats are pretty good cannon fodder too.) can give you easy victories against most enemies. The good thing with fighter is that you won't lose them even if they get destroyed during the battle, which is a huge deal as losing even one frigate hurt a lot. You won't level up as fast though (as losing ships give you additional exp).
I like to get my early skill points in technology, getting Navigation perks is pretty much vital as everyone will try to murder you. Computer systems and mechanical engineering also give your fleet some precious OPs for your ships. Construction is good too, especially if you field a lot of low-tech fighters. Don't get field repairs as it will drain your supplies faster, trying to repair your ships. It's usually better to avoid combat until you get back to your station for repair.
You'll also be forced to take leadership after you reach a certain amount of ships in your fleet. Fleet logistic is absolutely needed, the two others, not so much.
I usually don't like the combat skill tree. Sure it will make your flagship an absolute monster but it won't benefit the rest of your fleet and you can't solo most fleets, especially early game when you don't have a lot of perks.
Also choose carefully your targets. Pirates and independents are easy prey early game as their ships aren't very armed or shielded. Low-tech factions are usually without surprise while high-tech tends to have toys very hard to deal with (phase ships, teleporters...) at the beginning.
A bit outdated (no more foxbats in the campaign) and getting your hands on some fighters is harder than before (you have to get the fighter AND the carrier for them to work).
Hounds, Foxhounds, Cerberus and Lashers are still extremely cost efficient ships early to mid game. Don't bother with their TuP variant (other than the Foxhound), they have less OPs, which is a huge handicap early on.
When you farmed enough weapons and blueprints, ditch the faction you joined and activate the Void Walker station. The VW station is better than faction's stations when you need more supplies but it won't produce any weapons for your fleet.