Char-gen is 3d6 in order. Characters with no scores 9 or above, or with two scores of 5 or below, may be rejected at player's discretion. You can always create a new character next session if you're really unhappy after giving the guy a fair shot.
Hit points: 1st level characters begin with maximum hit points, adjusted by the Constitution modifier. Hit points (adjusted by Constitution modifier) are rolled for each subsequent level. Starting at 3rd level, all hit dice (other than the maximum-value die for 1st level) are rerolled; the new total must be at least 1 higher than the previous total.
Example: As a 1st level fighter with 13 Constitution, Morgan Ironwolf has 9 HP. At 2nd level, he rolls a 2; with his constitution bonus, he adds 3 HP to his starting 9 HP for a total of 12 HP. At 3rd level, he rolls a 5 and a 7; with his constitution bonus, he adds 14 HP to his starting 9 HP for a total of 23 HP. At 4th level, he rolls a 1, 3 and 6; with his constitution bonus, he adds 13 HP to his starting 9 HP for a total of 22 HP. However, as the new total must be at least 1 higher than the previous total, he instead goes up to 24 HP.
Hirelings have 10 in every ability score and average hit points on each hit die (rounded down). A hireling Fighter, then, begins with a flat 4 hit points per level; a hireling Thief begins with a flat 2 hit points per level. Hirelings do not start with maximum hit points at first level. You may turn a hireling into a PC if your main character is killed. At this point, roll ability scores and hit points normally. It's like he suddenly got a lot more interesting and differentiated.
Languages: Each character gets an additional language representing their native dialect, such as Glantrian or Darokinese, or an "alignment tongue" such as High Tongue or Old Tongue. See the Languages page for details.
Every character starts play with a special ability. This ability is proposed by the player and must be ratified, with possible modifications, by the DM. Some extant special abilities include knowledge of poisons; dual-wielding; tracking and wilderness lore; and the ability to discern the effects of potions and other alchemical products by taste.
At level 4 and again at level 8, the character may either improve on an existing special ability or acquire a new one.
Wandering Monster checks are made approximately every 3 turns, with additional checks rolled when PC activities increase the chance of an encounter.
Skills: If an ability check is called for, roll 3d6; if the score is equal to or less than your rating in that ability, you succeed. Difficult checks may call for more dice (4d6, 5d6, etc).
Weapon Length: On the first round of combat, attacks with longer weapons precede attacks with shorter weapons. This takes precedence over initiative order.
Death: Characters do not die until they reach a negative hit point total that exceeds their level. (E.g. A level 1 character is still alive at -1hp but dies at -2 hp.) A character with 0 hit points or a negative total that does not yet exceed her level is unconscious, semiconscious or otherwise incapacitated. "Dead" characters may linger on a little while to say their goodbyes.
Doubling up on cash: In addition to gaining experience for finding treasure, characters gain additional experience for treasure that is frittered away for no in-game benefit (tithes, buying extravagant meals, attending the theater, etc). Each gold piece thus squandered gives that character an additional experience point.
In addition, the DM may rule that expenditures tied to a character's class, race or background may provide experience even if the expenditure provides an in-game benefit. For example, spellcasters always gain experience points for gold spent on spell research.
Carousing: Carousing rules are covered on the Glantri Carousing Rules page.