I would not want to burden anyone with creating a training wheels world, but how would you know that you made a winner. I have a lot of trouble finding thick trees.
in the embark screen you can check some of the sites information before embarking, it will tell you if there are a lot of trees.
also, for a newb world (what you refer to as training wheels) i would recommend generating a world with the following settings: medium size, short history, low sites, low civilizations, very low savagery, very low beasts, frequent mineral occurrence.
these settings will make the world a pretty peaceful place with not much dangerous wildlife, monsters, or goblins. another thing to look for is a good biome, in the embark they look blue, but not every world has them. good biomes have almost no danger in them (save for the unicorns, mind your hunters) and they are home to the sunberry, the best plant that ever existed to make booze out of, booze made from sunberries is FAR more valuable than booze made of anything else. note that it can only be grown above ground.
i recommend you take a look at the wiki page about embarking, it should help you find the right place to embark at.
http://dwarffortresswiki.org/index.php/DF2014:Embarkavoid embarking in purple biomes, they are evil and are for experts looking for an extra challenge.
a few other misc tips:
pots hold more booze than barrels and can be made in the craftdwarves workshop. they are also lighter than barrels.
a temple to no particular deity will give your idling dwarves something to do, and generate happy thoughts for non-agnostic dwarves.
woe to those who dig too deep and too greedily, for they know not what lies below ~ either gandalf or gimli said something like that