Incursions are well documented and understood, for now. There are, supposedly, changes coming down the pipe but for now I recommend http://incursionguide.wordpress.com/2011/03/19/incursions-101/ as a place to start.
There you will learn:
NPCS deal all damage types simultaneously. EM/Thermal with their lasers, and kinetic/explosive with their torpedoes and missiles.
NPCs are omnitanked with equal resists to all damage types so you should prioritize for DPS first, and cost of ammunition second.
It is not entirely consistent what sites have what levels of jamming and neuting, but expect scramming in all sites. I haven’t run scouts myself, but given the sheer number of types of ships that scram, expect scrams in scout sites as well.
INCURSIONS ARE A GROUP ACTIVITY. Do not attempt a vanguard without a group of at least 9. Not only do you get paid very little otherwise, but you will get dead quickly. 3 logistics is the norm and should be considered a minimum number of logistics ships for a fleet of largely new people.
EVE University runs regular incursion fleets and will accept pilots in ships that generally don’t make the cut in public fleets (like battlecruisers). Our minimum standard for fitting is very relaxed:
1) For DPS A battlecruiser or larger vessel. (We do take T3 and HAC) For Logistics, Logi IV is a minimum skill requirement.
2) A full T2 tank of the appropriate type. (For a shield fleet that’s usually two invuln II, an EM Ward II, and on most ships an LSE II, + a DCU II. For armor that’s 1600 Rolled Tungsten, 2-3 ENAM IIs and usually an explosive hardener.
3) Meta 4 or T2 guns.
4) Large ET/Remote repper in spare highs, web or TP in mids.
Battleship fittings are linked from the site I provided above.