Character creation is a three-step process, starting with the concept, moving on to Power and Aspects, and finally Skills. Use the Sheet Template as a guide to building your character sheet.
Concept
The concept is the most important step. Here's where you decide just what sort of person you want to play. Concepts can range from an orzhov lawyer who specializes in cases of murder committed by the ghosts of people who themselves have been murdered to a simple Boros Beat cop trying to make ends meet. Ravnica is a world with all types.
So, first think about how your character became involved in their guild and go from there.
You don't need a lot of detail here, just enough to know what sort of person you're putting together. You can figure a lot of this out on the fly later on.
Example
Ryck is an Orzhov-owned ghost. In life he was levied with exorbitant fines for littering in a public space by the Azorious Senate. His debt was paid by the orzhov by way of a loan. Ryck has been working off his debt for centuries as a messenger. In what little spare time he had, Ryck dreams of being free-though he is well aware the interest rate on the contract he foolishly signed will have him working for eternity unless something changes. To that end, he has begun doing his best to discreetly learn as much about Orzhov magical practices as he can in the hopes of nullifying the binding on his soul.
Power and Aspects
Now, odds are you already have a pretty clear idea of what your character's Power is. The question is how to model it mechanically. Take a look at the Powers listed in the Powers page and try and get it into the ballpark from there. Talk with a GM if you get stuck. In general, good powers either add a nice bonus or give a new use to a skill (or grant the use of a new skill entirely, in the case of Magic).
Now, once you have your Power, try and come up with three Aspects. These are phrases that describe important themes about your character. They can be personality traits, signature equipment, or people they know. They should be things you think are going to come up fairly often. Try to come up with a nice balance between useful and troublesome.
Example
Ryck's knowledge from his artificially prolonged existence makes him an expert on legal affairs as well as knowing a fair bit of Orzhov magic. He can forge and sunder magically binding agreements or deals between individuals or even organizations if given enough time. To do so, he would roll Guild Knowledge(Orzhov)
Skills
Skills represent what your character is good at. Everything that you need to roll is based off of your skills, which are found at Skills. If it doesn't happen automatically, it's based on skill. Each character starts off with nineteen skill points to distribute, with up to four points in any given skill. Try and get four points into at least one or two skills that represent your character's main specialty. Remember you start with two free points in both Body and Mind.
Experience Points
After an important Scene, or after a particularly impressive action by a character, a GM may award experience points. These can be used to advance your characters. You can spend them once the current Scene is finished, or you can save them up to spend them all at once.
Skills
Raising a skill from one step to the next takes four XP. Whenever a skill is raised, a player can also move one point from one skill and place it into another skill. However, no skill can be raised above Superb.
Fate Points
For every five XP you spend, your starting Fate Points increases by one.
For example, Jack has four XP to spend on Billy. He decides he's going to raise Billy's Thievery up a step, bringing it up to the max of five. At the same time, he decides to pull one point from Physical Defense and puts it into Melee, making them both Good. Billy's gotten a bit more inclined to fight things out. Then Jack checks the total XP he's spent so far, and notices it's now up to eight. Since he's now passed five, he increases his starting Fate Points to four.