I'll repost my tips on top of some other tips for new comers:
1. If you want to power up your party quickly, focus on building up the Guild (enhances skill ranks), and the Blacksmith (upgrades weapons/armor).
2. You will have to do several runs through the Ruins as it'll be the only dungeon open to you at the start, and you will not have access to any of the buildings in the village except for the wagon to get more party members. After a few runs through the Ruins, you'll gain access to the entirety of the village and the other two dungeons in early access will open up.
3. The Weald is the best dungeon to get Deeds which are crucial to upgrading your Blacksmith. My advice would be to hit the Weald as soon as it becomes available to start accumulating Deeds ASAP.
4. You will need at least two teams to start off with. This is not a game in which four party members will do it for the entirety of the game.
5. As you successfully complete a run through a dungeon, your explorers will get "Veteran" points which will increase their Veteran rank (you start at 0, 6 seems to be the max). The higher your Veteran level compared to the dungeon run you go on (Rank 1-5 I've seen), the less stress they will take going through the dungeon. However, if an explorer's veteran rank outclasses the dungeon run you want to go on by (what I've observed) 2 levels, they will refuse to go on that run. This is why you'll want several teams (upgrade that wagon as you go!) so you can do low level runs to feed your higher ranked teams.
6. The Bar and the Church are your two stress relievers in town, they're important to level up as you go, but when you start unlocking Medium runs you can get stress reduced during a run due to Camping skills.
7. The Jester kicks ass - he has a really good full party buff and a stress relieving skill. He's also got good stress relieving camping skills.
8. Mousing over enemies when you have a skill clicked on shows those enemies' resistances, your chance to hit them, and how much damage you will do.
9. Don't be afraid to push your party to their limits on a run, especially early on as you can always grab someone new from the wagon if someone dies. It gets more important the farther into the game you get to keep people alive as you'll have likely invested gold into their skills and gear.
10. Provisions disappear after every run (Edit: I am incorrect according to Chariot. Provisions don't disappear, but are sold back to the shop keep after every run). Don't fully stock up on everything for every run since it's a waste of gold and you'll lose everything you don't use. My general provisions so far are:
Short
10 Food
5 Torches
1 Shovel
Sometimes 1 key
Medium
15 Food
7 torches
2 Shovels
1 Key
I haven't done a long run yet. Also, camping doesn't become available until a Medium run. It's not available on Short runs. Keys will bypass traps in locked chests and cabinets. Shovels are useful for bypassing traps on graves when digging them up and are super useful for clearing debris in your way.
11. Pay very close attention to the skills you have equipped. Each skill can only be used in certain positions in the party line up. Jesters, for example, can only use their Stress relieving skill from the very back of the line up.
12. Positioning is very important in this game. There is a reason why certain classes have abilities that can change enemy positions. You can knock a heavy hitter enemy to the back, forcing them to use a turn to move to the front. You can pull weaker enemies in the back to the front, forcing them to use weaker attacks and getting them in range of your front line melee.
13. There are Light and Dark afflictions and quirks. You can treat the Dark quirks at the Sanitarium for some gold, erasing bad qualities from a party member. Getting to 100 stress doesn't necessarily mean you're screwed, since you can actually get a Light Affliction which can benefit your party.
That's all I got for now.