There is a sample conflict that has just been added to the resources collection, that might help you:
http://www.jimbutcheronline.com/bb/index.php/topic,20530.0.htmlCharacter creation is not that hard, I think. You only have 3 things on your sheet: Aspects, Skills and Stunts/Powers. Each is explained in their chapters. A list of powers can be found on pages 160/161, a list of skills is on page 120. Plus, there are a lot of samples in the book, just look at the Baltimore section.
The best way to do it is to think of it more as creating characters for a novel, not a game. Write up a short description of your ideas and then try to translate those into game terms.
for example:
"my character is a cop that is also a werewolf"
-> high concept: werewolf detective
-> template: were-form
-> powers: see template
-> Skills: as a detective, some of the important skills are investigation, weapons, athletics.
-> Some Stunts that fit a detective might be appropriate as well.
or:
"I have this idea of a wizard type that only uses plants for his spells"
-> high concept: plant-wizard (or as I prefer: chloromancer)
-> template: focused practitioner
-> powers: channeling(chloromancy) and/or ritual(chloromancy)
-> Skills: obviously the Wizard cornerstone skills (Conviction, Discipline, Lore), maybe something to represent his knowledge of plants, like scholarship or survival.
Once you have this very rough first draft you can start fleshing it out. Maybe the detective is part of a group of werewolf detectives, you would want an aspect to represent that and the "pack instincts" power for all of them. What made him become a werewolf and when was the first time he turned? The chloromancer could have learned his magic from a wildfae, which would explain why it only involves plants. How is his relationship to the fae now? Those are stories that should get you some of the missing aspects.
If you create the characters in your group, ideas can be tossed around, so if anyone gets stuck, you can help each other out.
You can often get to a first adventure right from the characters background. A power struggle in the werewolf pack can be a good start. Or a fae coming to collect for all the years of "free" tutoring. Maybe one of the players wants to play out a specific part of his background, that would get you a great story hook.
That might not exactly be what you wanted, but I hope it helps anyway. The character creation part of the rules book is pretty detailed though, you might want to read that again.