zombie plans also change depending on the kind of zombie...
fer instance,
Shamblers
with shamblers, never stop moving. don't go anywhere that doesn't have many ways to get out, including up. they're slow and easily outran and maneuvered, but there are more than enough to surround you easily. If you can, get to a rooftop that is close enough to other rooftops to have an alternate, less zombie-filled route. NEVER try to fight them unless you are in a very defendable location, have enough ammunition to kill two armies, and have friends. Escape is your best bet, as the slower zombies will only occupy a certain area before a military force is likely to have set up a killing line, keeping them trapped. If no military force has done this, it is still best to leave as soon as possible.
Runners
runners are a different story, though. they move fast, but there aren't as many. Your only hope to get past them is to "kill" them, which means enough traumatic damage to kill the brain, or get the brain removed from the body. With this kind of zombie you should make sure they have all been "killed" before moving on. Move from one building to the next, preferably with only two exits, both barracadeable. Horde anything useful that you can. find anything that can be used to transport goods more easily, but don't weigh yourself down- find that balance between weaponry, food, water, ammunition, and maneuverability. It is likely that you will need to bunker down many times, so choose where you go wisely. Each kind of building has advantages and disadvantages; stores usually have easily-broken display windows, allowing larger and more entrances for zombies. Homes have lots of easily movable furniture for barricades, but many smaller entrances and might have an unknown zombie or two inside; the family who lived there once.
Mutants, or 'The Infected'
The third, and most deadly kind of zombies are the mutants. they are similar to runners, but usually rather than raised from the dead, they are people who have been inflicted with some sort of virus or odd mutation, making them pseudo-zombies. The reason they are the most dangerous are because of said mutations. while most will probably be essentially the same as runners, it is likely some will be more advanced in the mutation process, and may have inhuman abilities, drastically increased strength, speed, survivability, or a way to make your presence known to other zombies. Treat this form of zombie the same as runners, but especially so- carefully inspect where you are going before you go there. Look for abnormalities and find out what that mutation can do, and anything you can do to stop it.
Groups, General Information, and Advice
for all zombie situations, get into groups. even if you don't like the people in the group, you're stuck with them. know this, as well: the more people there are, the harder it will be for one to betray you all. Even if they run off with all your money and a good portion of the supplies, they'll be weighed down immensely, and they'll be alone. More likely, a betrayal will be a either a group split, halving the number of people in each, or the betrayal of the entire group against a single member. For this reason, become valuable. Know the area, get good at killing zombies (though this is less needed in the case of shamblers), help everyone in the group, and don't abandon anyone if possible. If you let one person go who could have been saved without great risk, your reputation with the remaining members will plummet. Most importantly, never loot the dead body(ies) of the group, unless absolutely necessary. Not only will your reputation for letting them die be shot down, but taking from them afterwards shows you have little respect for those around you and feel they are expendable. This sort of behavior can make you expendable in the eyes of the group. Avoid fighting amongst yourselves, and don't kill anybody off unless they plan to do the same for you or another group member, and make sure everyone knows it before you do so.
More information may be to come, but for now, that is what I have to offer as advice for various situations and group work in general.