A bit late, but perhaps it still helps a bit:
1) Rogues are - like in many newer games - the strongest damage dealers against SINGLE opponents. Usually they suck against undead, because these are immune to their sneak attacks. Also, most bosses can't be sneak attacked due to immunities.
2) As next they are - at least in AD&D - a vital member of every party, because they open locks and disarm traps. Because of their hide-skill, they can scout ahead, so that the party doesn't run into ambushes.
3) When on the character creation screen, it is really worth your while to read in the right section about the class you are about to create. The informations there tell you a lot about the primary attributes of the chosen class.
4) A rogue needs high dexterity (DEX) and high intelligence (INT). If she is your main, it doesn't hurt to give her some points in charisma (CHA) for a better diplomacy skill, which comes in handy very often.
5) On the skill screen, the last at the bottom is important, too: Use magical device. If you keep spending points here, your rogue will be able to use equipment with class restrictions, like monk robes and boots and other stuff.
6)Check your stats: Every even number (above 10) gives you one bonus point. Let's say a DEX of 12 gives +1, of 14 it gives +2 and so on. Thus, you have a +5 with DEX 20. These "+X" in DEX add to your armour class and your to-hit-ability.
Now read the descriptions of your equipped armours: They cap these bonuses at a certain point. A full plate allows +1, so it makes not sense to give a heavy fighter more than 12 DEX. Your rogue will come to the point, that any armour will hinder her due to that cap and she will want to wear clothes. Now, remember the monk robes?
7) For the start I'd suggest to build your rogue like this during the first levels:
STR 10
DEX 16
CON 10
INT 16
CHA 12
WIS 12
This is highly debatable. So called "min / maxers" tend to put their points only into DEX and INT, leaving anything else at the minimum of 8 or 10 and even lower if it's not a human. I prefer my mains slightly balanced, It never hurts to have some extra skills available, like said diplomacy, bluff or intimidate. Every skill is based on a main attribute.
8) The damage, the rogue does, comes from her sneak attacks. No STR is needed for that, but high DEX to hit. For that, the feat "weapon finesse" is vital. Read the descriptions of the weapons and the feats to learn, which weapon is finesseable and which is not.
9) A good combo of classes would be rogue / swashbuckler, because the swashbuckler gets "weapon finesse" for free on first or second level and at 7th the also important feat "mobility". Thus, these two classes complement each other in a good way.
Any class you choose for your main is "good", because you have a variety of companions who will compensate your shortfalls.
If you still play this great game and read this, I hope I could give you some useful pointers.