That's a rather broad question. First off, I'll point you in the direction of some of my game writeups, which should give a good feel for the kinds of paths I tend to pursue. Plus you'll probably hear a fair bit about this sort of thing in the SG once we get started. 
Here's a wiki page with links to several game reports, the ones on this page are all good reading. Mine are at the bottom of the page. (There's more to be had in the Kerberos TAR forum, some better than others.) There's also several links to posts designed to help new players, and the wiki itself is of course a great resource.
http://sots.rorschach.net/Strategy_And_T...um_Archive
Now, regarding tech paths, there is no one magic formula, as it depends greatly on what race you are playing and what your situation is in the game in question. Each race is more likely to be able to progress in certain fields rather than others, and your situation tells you how much you should be concentrating on guns versus how much on butter.
Generally speaking, though, technology is not nearly as important as many new players assume, especially at the start of the game. What is really important is economy, because that's what drives everything else. So near the start of the game I tend to de-emphasize tech while I am busy getting my initial expansion effort going. Early game is all about the land grab and making sure you have a viable amount of territory to build from; I tend to research only what I need for minimal self-defense (a small mount weapon and CnC) and to maximize my expansion effort -- mainly this means early industry/drone techs, certain biotechs, possibly power/drive techs, and eventually FTL Economics for trade. While I'm doing this my military goals will be focused on scouting denial and raids on weak targets of opportunity more than full-fledged assaults on enemy strong points.
Later on, once I have a well-developed freighter network and many colonies to trade between, I'll have plenty of money for researching all the cool toys. That's when I start looking to invest in the techs and ships needed for a serious warfleet to start kicking my rivals' teeth in. What weapons I choose for my initial warfleet will vary from game to game depending on what race I'm playing and what I feel like using that game. Once I've got a couple warfleets put together, I'll start sweeping up a bunch of nice-to-have cheap techs I likely skipped earlier and also grab megafreighters, then I'll start working towards either stations or upgrades for my fleet if I need any.

Here's a wiki page with links to several game reports, the ones on this page are all good reading. Mine are at the bottom of the page. (There's more to be had in the Kerberos TAR forum, some better than others.) There's also several links to posts designed to help new players, and the wiki itself is of course a great resource.
http://sots.rorschach.net/Strategy_And_T...um_Archive
Now, regarding tech paths, there is no one magic formula, as it depends greatly on what race you are playing and what your situation is in the game in question. Each race is more likely to be able to progress in certain fields rather than others, and your situation tells you how much you should be concentrating on guns versus how much on butter.
Generally speaking, though, technology is not nearly as important as many new players assume, especially at the start of the game. What is really important is economy, because that's what drives everything else. So near the start of the game I tend to de-emphasize tech while I am busy getting my initial expansion effort going. Early game is all about the land grab and making sure you have a viable amount of territory to build from; I tend to research only what I need for minimal self-defense (a small mount weapon and CnC) and to maximize my expansion effort -- mainly this means early industry/drone techs, certain biotechs, possibly power/drive techs, and eventually FTL Economics for trade. While I'm doing this my military goals will be focused on scouting denial and raids on weak targets of opportunity more than full-fledged assaults on enemy strong points.
Later on, once I have a well-developed freighter network and many colonies to trade between, I'll have plenty of money for researching all the cool toys. That's when I start looking to invest in the techs and ships needed for a serious warfleet to start kicking my rivals' teeth in. What weapons I choose for my initial warfleet will vary from game to game depending on what race I'm playing and what I feel like using that game. Once I've got a couple warfleets put together, I'll start sweeping up a bunch of nice-to-have cheap techs I likely skipped earlier and also grab megafreighters, then I'll start working towards either stations or upgrades for my fleet if I need any.