Hi. I play Ranger.
I used to be split pretty evenly between PVE/PVP/WvW but recently am mostly just sticking to PVE in limited time. So that's the mindset where my tips are coming from. I'll start with the basics like your weapon and utility skill selection, and will mention the pet mechanic a bit.
If your goal is to do a lot of damage at range...well...that's tricky. "Melee is king", some might say. I don't mean that as strictly as it sounds but hear me out. You can do a lot of damage with something like a longbow. However, how the Ranger longbow works is that it does more damage the farther away you are. This means in a lot of situations, it isn't ideal. You'll likely be away from your party boons and won't be able to support/res them (nor they to you). The longbow (and shortbow) are also largely single target weapons (outside of a long cooldown barrage skill on the longbow and a shorter cooldown arrow spread skill on the shortbow) meaning that your actual output is more limited compared to a melee weapon that can cleave. Obviously, sometimes single target is all you need, but it's something to be aware of. You can also trait to have your arrows pierce or outfit your bow so that it does and aoe fire effect or such on a percentage of your critical hits. So the longbow is good for....loosely following a WvW commander to get tags from far away or to defend positions. Or lazily tagging enemies in a pve world event. In most dungeons and such, it's not really useful. I don't like the shortbow as much as some other rangers. It used to have the same range as the longbow, but that was corrected so that it only have 3/4ths the range. Understandable, but it was a bummer of a nerf. However, the damage done by the shortbow is not dependent on target range. The shortbow is a better skirmishing weapon, it has a nice weapon evade and works okay with condition builds since the auto attack can stack bleeds fairly quickly. Your last ranged option is an axe, actually. Main-hand axe is a weapon of equal range to the shortbow. It's also a lazy weapon because the axe will riccochet between 3 enemies each time you throw. So unlike a bow, the axe naturally does something sort of analogous to cleaving. The damage output is only moderate, but I like to have it since it's nice to keep a ranged option and I like to have my off-hand available so I avoid bows (which are two handed).
So, the Melee options are Greatsword and Sword. Both of these are great weapons. The greatsword is super versatile and there's very few situations where it's inappropriate. The damage is good and the auto attack gives you periodic evasion frames. Maul is a fairly low cooldown spike damage attack that applies vulnerability, swoop is great for a gap closer or a chaser, the 4th and 5th skills give you moderate cc ability with a block/counterattack and a hilt bash. So basically the greatsword is a handy weapon in a lot of situations. The sword is more specialized. One key way the sword differs from the greatsword is that it *snaps* you to your target. This is somewhat weird and is a tricky thing to get used to. While the greatsword allows you you maintain free control over your character (except for the swooping attack...which obviously swoops you forward), the sword's attack chain will continuously pounce you to your target. Thus, it's best to turn the auto attack off so that you have as much control as possible. The sword provides higher damage than the greatsword but is trickier to use. The 2nd and 3rd skills on sword are evasive attack techniques, but each of them has a sort of wind-up so you have to use them more carefully than your dodge roll evade. I like sword because it also allows you to use an offhand weapon:
Ranger has some really nifty offhands to choose from.The dagger is an evasive weapon that I hardly ever use for pve...so I'm going to skip that one. The torch I also don't use much, but it does good damage and provides a fire field for combos and might stacking, which is always useful. The warhorn gives you a 16 hit ranged attack and a blast finisher party support call. The warhorn is the Ranger's only real reliable blast finisher, and you'll learn why those are so important as you become familiar with the game. So I almost always have a warhorn on me. The off-hand axe is by far my favorite. It gives you a highly damaging and piercing single directional pull attack and an attack that roots you while reflecting incoming attacks and dealing damage. The pull attack is super useful because it 1. does a lot of damage 2. pulls enemies together for cleave/spell aoe 3. interupts the enemy action. It's awesome, basically.
So what to take from that? Basically, even though the tempation is high (this is how I started out too), I would not make your 2 weapons sets to be longbow and shortbow. Even though you are a "ranger". At least make sure to try out the other sets.
Ranger utility skills come in 5 flavors: traps, spirits, survival, shouts, and signets. I don't want to just list every single one or anything so I will sort of trim the fat and just give the digest version. The most popular of the spirits is the frost spirit, which gives you and nearby allies a damage boost. There are other spirits for other boons. Traps are basically how you imagine they would be. Shouts are mostly underpowered skills that relate to your pet, but Sic Em is one of the most popular shouts that really ups your pet's damage for a duration. Survival skills are varied, but lightning reflexes is a great defensive utlite that gives you another evade and quickening zephyr is a great offensive survival utility that increases your attack/activation speed. Signets give you (if traited) and your pets various effects, one of my favorites is Signet of the Wild, which gives you a lot of boons and buffs, it's a nice skill. A ranger heal skill of note is the Healing Spring, which cleanses conditions every two seconds and gives the party a water field to blast for more healing.
The Pet mechanic of the ranger is...difficult. Each ranger gets a pet that has their own abilities along with one ability you initiate. Pets families each have their own strengths and weaknesses, and specific pet species within a family have unique specific skills. For instance, the Feline pets do the most damage to a single target, where within that family, the Jungle Stalker can provide the party Might while the Jaguar can stealth itself. Drakes can cleave and have a tail swipe blase finisher, the Ice Drake has an ice breath attack, etc. I personally try to rely on the pet very little. I do not trait at all into the pet-based trait line and I do not use shouts like Sic Em which are purely pet buffs. You can micromanage your pets somewhat with some basic inputs but it's not super robust. Pets can often die to aoe you knew you avoid but their AI pathing didn't. You can mitigate this by knowing which pets to bring to which places, but it's always a bit of a struggle. That said, if you swap pets frequently and keep them healed, then generally you won't have too much down time with your pets being dead.
Generally, when playing a ranger you just have to know that you do not have the health or armor of a warrior. So you have to learn to use you sword/shortbow evades, your gs block, trait into "Natural Vigor" for faster endurance regeneration, etc.
Lastly, I want to just say that even though I say something like "I don't like the shortbow", nothing I am saying is universal. For instance, a shortbow was the perfect weapon choice for killing a recent boss named Liadri. I know that doesn't mean much to a new player but I'm just trying to say that there's a place for every sort of weapon set or playstyle.