Covert Ops Cloaks are invalueable for getting around low-sec and 0.0. you click warp to and then immediately cloak, and if you are warping to 0 you will drop cloak as you land on the out gate, but by this time you are spamming the jump button and honestly even an interceptor would have trouble locking you down if you are doing this right!
However assuming you don't have covert cloaks, there are as many people have pointed out several ways to proceed, Nothing will ensure your safety, however good practice, knowledge and experience will minimise your risks considerably.
First off I will cover undocking for you as it is something you have perticularly asked.
Cloaks will NOT help you at a station, as has been covered, anything comes within 2.5KM of you will decloak you, and by default you will need to be that close to dock, and undocking you will likely be in range for some time too long, they will be able to lock you and by that point you won't be able to cloak anymore.
When you undock, you are invulnerable for 30 seconds (session timer) assuming you don't click on anything.... However you are able (unless this has changed in tyrannis and nobody told me :) ) to press ctrl+spacebar. This will stop your ship leaving you protected inside the stations docking zone for the rest of your timer unless it has a shocking kick out or your using a very big ship that goes fast. My advice here is know your station, practice when system is quiet, undock see how far the docking ring extends (you will know how far it extends because you can only dock upto 2,500m from the station), so to be safe, once you see your distance start to climb past about 1500m assume that is the point. Then test it with the ship with the biggest inertia modifyer you own press ctrl+space when you undock and see if you stop within the ring, if you do great, you can stick your nose out of station and see if it's clear and if not once your session timer elapses just dock back up no harm no foul.
To have your session timer visible (if you don't already), press Escape to get the main menu up then go to general and tick the show session timer box. You will see a spining disk at the top left of the screen that when you mouse over will have a timer inside it counting down.
Word of warning, good pirates or players will try to bump your ship out of docking range if you do the above, my advice is if in doubt don't! if you can, do it in a small ship or your pod (if you have no expensive implants) as it's harder to bump, then when you know it's safe, dock up wait the 30 seconds, get in your more valueable ship, keep watching local for new players in system and if all looks good, undock and then run for it when it's clear.
now insta warps... These are great, but are expected so as mentioned above, have them at 600KM plus a pain I know but you will be off grid (95% of the time) and should allow you to align in peace, however my advice is prep work I personally have bookmarks at around 680, 830, and 1120KM from stations I use regularly, they are all at least 150KM from each other so if I land at one and its hot I immediatley can warp to the next, the pain of spending 15 mins making safes is a lot less then loosing a 90M battlecruiser believe me...
What can you take away from this, prep work, prep work, prep work... know your enviroment and you will have a much better chance of survival, get a small ship like a interceptor or the astrometrics frigate for your race (these generally have good grid and cap) then fit a MWD and use it to make your safes in the quiet time.
It will of course not always be possible to plan, in these instances you either play it safe and not undock until your as sure as you can be it is safe, or you risk it and hope they are unorganised or not on the ball, in these circumstances I find it best to go one of two ways, either log out and come back later, preferably much later when they have gotten bored and aren't expecting you or two more often speed is your friend, get in pick up your stuff and get out, if you can do it quick they will not have so much time to prepare. I warn you though I have been caught doing this, it is NOT risk free, and ultimately never take a ship into low-sec or 0.0 you are not willing to loose.
Quick point on 0.0, don't warp from gate to gate, warp to it via a celestial object (this is due to bubbles on the gate and is a whole new ball game, you will die in 0.0!!!!!!!!!! most alliances operate NBSI (not blue shoot it) and that means unless you are flying with a fleet of players or part of the alliance that owns the system you will be shot on site) in low sec however do warp gate to gate at 0 and speed is your friend!!!!!.
On low sec gates:
Once you have jumped hold your cloak, you cannot be seen for 60 seconds if you don't move, asses the situation, if you are in a fast ship and there is a camp, better to MWD back to the gate and find another way after your 30 second session timer rather then risk being warp disrupted while aligning.
When you are landing on your out gate you should be spamming the jump button even before you come out of warp, this will mean your command will be stored server side and the second you can jump you will.
Most risky systems in Low sec actually tend to be the ones where there is a gate leading to hi-sec, that is normally where 70% of low sec kills occur, and where pirates like to hunt for Juicy targets. However treat any unknown player in Low sec as Hostile, you see him, you run away as quick as you can, assume he has back up or that he will be able to overwhelm you with magic pixy dust, this is of course unlikely to be true, but the paranoia will keep you alive.
Apart from that the other advice you have been given is sound, the MWD and cloak trick is great for slow ships like battleships and Battlecruisers, skills make all the difference in being able to escape, however if you are fairly new and flying small ships (cruiser or below) in my experience you are better fitting nanofiber's in the low slots rather than warp stabs. This has been heavily debated, and is mainly down to personal preference and here is a quick pro and con list for both to help you decide for yourself.
Warp Stabilisers (always fit 2 or 3 no more no less)
Pros,
with two stabs a single standard warp disruptor won't effect you,
3 gives you the best ratio of align time with the trade off thats coming in the cons.
Cons,
while not as bad as fitting a MWD it will increase your signiture, meaning enemy ships will be able to lock you faster and put more dps/warp disruptors on you.
Now the nano's, again 2-3 is best number.
Pros,
You align alot faster, and generally still faster then with stabilisers, if you are in a frigate unless you come up against inty's you will likely escape before they can target you, if a cruiser well your odds are diminished, if its an organised camp you will likely be caught, but for a chance encounter which is all you can really prepare for your odds are still fairly good.
Cons,
You don't get the warp disruptor protection
it weakens your hull hit points, however this is less of an issue then you may think, because generally if you are caught you are dead anyway.
Bottom line, get onto EFT, and see which one gives you the best align/signiture increase for your situation, there is no right or wrong answer, only shades of grey.
Also if you are fitting either of these, I would expect you to have minimal fittings...
I heavily advise you not to start fitting either warp stabs or the Nanofibers if you are looking for a fight, because the increase in your signiture or the decrease in your hull strength (respective) will compromise your ability to win.
One last thing, Local chat channel is the best source of information you could hope for, have it seperated out from the other chat windows, make it large so it takes up one side of your screen. Get in the habit of looking at character information, make notes, if there are 10 people in local all from the same corporation, chances are they are flying together and you will be in for a bad day, if there are lots of different corps from different alliances you will be much safer but not as safe as if you are there on your own. Watch for patterns, one guy from a corp in one system, and then 10 from the same corp in the next system screams scout and means that there is almost definately a trap/fleet waiting. In anything but hi-sec, information is life, if you are in an alliance/corp and have access to intel channels read them.
Sorry for rambling on, and I hope this information is useful to you, if you have read this far, thanks for spending the time :D