Individual style of play should influence your character build too, which is the most difficult part when you start a new campaign because you don't know how you'll play this particular adventure yet. So you don't know which fantasy character you want to be the most.
So start off by picturing yourself as a successful adventurer, you've slain a lot of monsters and the realm is in your debt, the king has given you a castle and you're a Lord now. Picture that Lord in his castle Lording, which do you prefer to be at that moment, the drow rogue or the human wizard?
You've certainly picked two of the most difficult, and I hope you realise the game basic difficulty is much harder with these kind of characters. Wizards have no HP and the drow has a level restriction so he's not going to have any HP during the hack and slash phase of the game either.
Then as you arrive at about medium levels there are a couple of stages where melee/hp damage is nigh unavoidable and low-hp characters ill equipped for melee really suffer badly. You have to get creative to keep them alive. Then say with the wizard there's the later stages of the game where your power is unsurpassed.
A rogue is going to be in his prime at mid levels but I'd definitely multiclass any rogue just for some versatility because somebody else is going to have to be the big guns at the final battle.
OC/MotB is very different from SoZ because all action is centred on the PC who needs to be versatile as well as brilliant or awe-inspiring or whatever. In SoZ you can make a mixed party of PC that you problem solve using only their strengths with, you can't play OC like that. It's all on one PC.
The very trick for a first timer on OC is thinking about your weak areas, don't worry so much about your strengths because seriously, later on class levels, equipment and tailoring is what it comes down to, just try not to disadvantage yourself at the starting build.
For a human wizard, I like battlemages even if single class so I'd go:
Str 12...more useful than a 12 cha and a +1melee useful for any class in this game
Dex 14...+2 missiles/defence will really help you at early stages and doesn't hurt later
Con 14...you need to compensate low hp classes as much as possible in this game
Int 16...put all your bonus level ability points in Int, you'll never be spell restricted
Wis 12...spotting things is very important, lots of sneak attacks/traps at some game stages
Cha 10...helpful for more RP orientated classes who want to influence in dialogue, not so much wizards/rogues
The main thing I'm concentrating on is lack of disadvantages. Later on you can play a disadvantaged character with exceptional prowess in fewer areas but it's trickier to play or otherwise demands constant micromanagment of the party with the AI switched off. First time OC is fun with AI on.
For drow or any other race, play into their racial strengths.
I'd go Eldritch Knight with only one fighter level for a wizard type or several fighter levels for a more fighter type.
Str 14
Dex 16
Con 12
Int 16....again this is the ability you put all your bonus level points in to keep ahead of spell levels without disadvantaging other abilities at in the earlier game stages.
Wis 12
Cha 12
These are the typical stats I play my drow fighter/mages with and they do quite well.
How you play, what you like, these will determine things for you.