Leveling on a PvP server is little different from leveling on a PvE server; most "overworld" PvP is dead, and when it does happen, it's more likely to be level 85's ganking lowbies in Stranglethorn vale (because they can!) rather than two groups spontaneously forming to, say, kill all the quest NPCs in Tarren Mill.
Perhaps more relevantly, the types of combat you're likely to find on a PvP server outside of instanced PvP is not going to be representative of instanced PvP. Put another way -- ganking and getting ganked won't be particularly helpful in making you a better PvPer, because the battelgrounds and arena that represent the PvP endgame in world of warcraft don't revolve around 1 on 1s and ganking.
The truth is that despite the population of a server, it's still relatively uncommon to run into other players except in areas that encourage close proximity (whether due to daily quests, or anything else).
In my experience on a PvP server during the Burning Crusade and Wrath of the Lich King, the places most likely to run into PvP was "Isle of Quel'Danas", The southeastern plateau in Terrokar forest with the Skywing(skyband?) daily quests, and the naxxramas meeting stone.
I would go so far as to suggest that it's not worth your time. Conceivably, you'd get just as much PvP experience fighting consecutive duels outside of Ironforge or Orgrimmar.
Blood Deathknights should be spending their runes to use Heartstrike (which they get as their Blood Specialization) and Deathstrike (which is the focus of their Mastery specialization).
Talents
Here is an example talent spec: http://www.wowhead.com/talent#jcbG0srMusd
The core talents you want to be sure to pick up are Blade Barrier (reduces damage taken), Toughness (increases your armor), Bone Shield (tanking cooldown), Sanguine Fortitude (improves Icebound fortitude, a tanking cooldown), Rune Tap and Vampiric Blood (both tanking cooldowns) Improved Blood Presence (Crit immunity), and Dancing Rune Weapon (survivability AND threat cooldown).
After that, you have a choice between dipping into either Frost or Unholy. Unholy is almost always going to be strictly better, as you do not want to dual wield to tank (dual wielding has an inherently higher miss chance than 2-handed weapons, so your threat is going to be much worse) nor are you using obliterate (as you should be using death strike). Unholy gives you your choice of reduced taunt cooldown (Deathgrip), free +hit% for your spells (so deathcoil won't have a chance to miss) and morbidity (boosts the damage and thus, threat, of your runic power dump: deathcoil). Taking frost as far as Lichborne, however, means you can activate Lichborne, and then cast deathcoil on yourself to get a free heal if you're low -- a neat trick, and handy if you're low on health after a big boss burst.
Glyphs
Prime Glyphs:I would go with glyphs of Death Strike, Heart Strike, and Deathcoil for your prime glyphs, though depending on playstyle you may prefer to swap the latter for Runestrike (though I'll always take +damage over +crit chance, since the former is more consistent) or Death and Decay if you want additional AoE threat.
Major Glyphs: Dancing Rune Weapon is a no brainer, but beyond that your choices highly depend on your playstyle.
Minor Glyphs: I'd Glyph Blood Tap and Death Grip, but these are minor glyphs, and won't have much effect at all in regards to your tanking.
For further discussion, I'd point you toward the Elitist Jerks' Death Knight Forums, specifically the tanking thread, which can be found here.
Best Answer
WoWWiki and Wowpedia keep documented lists of "useful macros". Beyond that, WoW Macros has sections for macros based on classes (such as their warrior section) and World of Warcraft Macros Database does the same thing. Some of these macros can be a bit dated, but generally-speaking you can find some useful stuff.