I have no hard numbers but I will explain the reasoning for the choices.
My recommendation: Flat attack speed runes in every slot.
The reasoning. His passive scales perfectly with AS and most Warwick builds are based around on hit effects. (Wits end, his passive, Bloodrazor). AS helps him clear camps faster, gives him more sustain and scales extremely well late game.
Armour pen runes - These are a no go in my opinion. 10 Armour pen is enough for jungle creeps to have 0 armour, however Warwick doesn't scale very well with these runes. They may be good for optimal jungle clearing time, however I wouldn't recommend them due to their usefulness falling off pretty hard late game.
Attack damage runes - Warwick doesn't scale so well with AD, so as above, I would not recommend them.
Flat armour seals - I would recommend these on every jungler, except for Warwick. He has build in sustain. You will want to build a wiggles anyway, so the cloth armour will be more than enough for you.
Magic pen runes - These are very strong for lanewick and scale well late game. However, they are not optimal for faster jungle clearing times.
Magic resistance glyphs - These are an option instead of attack speed glyphs. This decision makes your clear time slower. Warwick tend to end up with a fair amount of magic resist through most builds anyway, so I'd say AS runes are preferable unless you are against an extremely AP heavy team.
Movement speed Quints - These are another option for WW. He will be able to travel between camps faster as well as help his ganks. His bloodscent makes these a bit redundant later on in the game as you will probably be moving faster than everyone else already anyway. Attack speed quints are probably still preferable due to sustain they give.
I used to play dota for 8 years and I ve been playing LoL for a year now.
History of the skill
The skill you talk about was at first developed by DotA players. In DotA, cancelling the post shot animation helped you in shooting a little faster - for an unskilled eye almost unnoticable. It helped mainly when you had a hero with orb skill like frozen arrow (drow ranger) or fire arrow (bone fletcher) and thus it was called orb walking. Players of LoL no longer calls that orb walking and therefore we can say there is no such a thing as orb walking in LoL, but because I am an old DotA player, I will dare to call it orb walking in the text below.
Keeping range
As Lyrion and Rakesh Reddy say, you gain time to keep your distance between you and your target, so basically you will not get out of your attacking range and you will not lose vision. That is pretty important.
Keeping your character in motion
Another advantage is that you keep your character moving, which makes you harder to hit with any skill shot:
- you move so it is generally harder than if you were standing at one spot
- you can move in different ways so it is harder to predict your next position
Positioning in a fight
Last but not least important is the fact, that you position your self in the fight, which is what range ad carry really has to do. In order to win a fight, you always have to maintain secure position where you can shoot and dont get shot / focused. For instance:
You can shoot your enemy and meanwhile walk in a brush nearby giving you ultimate position for finishing your intensions (killing, harrasing, switch from harrasing to farming).
Practising "orb walking"
If you want to practice orb walking, the best way to do it is to do it a lot. Doing it poorly in a game will cost you last-hits and positioning, so treat it initially like learning a new champion. Do it in Custom or AI games, then normal games, then bust your new skills out in ranked. I recommend starting by doing "laps" around a creep-wave with it. Just circle the wave and auto-attack (don't worry directly about last hitting), but move between auto-attacks. Once it's clear, find the next wave and repeat. When a wave gets to turret, you can do the same thing around the turret. This is a mechanical skill, and has a little variety between champions (in terms of when/how fast to cancel), so requires a great deal of practice to get absolutely correct.
Best Answer
There are a few ways to deal with this.
Communicate with your team. Don't say "jungler gank!" or "if this rammus would gank our lane we wouldn't be losing" say things like "we're falling behind a little bit here rammus, could you lend us a gank?" it gets them in a better mood to want to help you. The important part is to remember to be nice even if they start at you with hostility. Getting into a flame-war, rage-fest, or w/e you want to call it helps no one but the enemy team. Just man-up and be nice, you'll win more that way.
Pre-game is game. The game starts the second you enter queue. Once you're in lobby you need to be thinking about how your team works well together and their weaknesses. Make sure everyone is aware of them and try to capitalize as a team.
This is, I'm aware, easier said than done. But if you do this well and try your hardest (don't surrender) then you'll surprise yourself. For example, I've laned before with someone who had litterly no experience as ADC (I was support). We still won the game, why? Because I was constantly giving them a tutorial in chat the whole game whenever we weren't fighting. I wasn't saying things like "You suck, farm better noob!" I was saying "It might be best if we focus on farming instead of fighting as we are not evenly matched against our enemy." etc. etc.
To direct this more towards answering your question directly: Watch what others on your team are doing. If someone is chasing and they have CC. Ask them to stay by your-side (nicely) next fight and see how that goes. It doesn't always work but asking is better than not asking or worse, raging/flaming.