I found a nice "cheat sheet" for WebGL that is a little bit more accessible than the Khronos Quick Reference because it retains the comments (says what each function does!). Sometimes it's hard to know which order you should use the functions. Mozilla has a nice introductory tutorial series. It doesn't go beyond the absolute basics, but that's all we need to get started anyway. They've made some common mistakes with regards to what goes inside the rendering loop, and not making it clear how to scale the code up, but I was used to this from OpenGL so dodged a few early trip-ups.
In the last few demos I went over every single OpenGL call with a fine-toothed comb, so it was no problem putting it all together now. Interestingly, all of the standard "glFunctionName" calls are done as methods of the context object in WebGL, rather than being functions from the GL.h file, as they are in C. I used the webgl-utils.js and webgl-debug.js wrappers suggested by Khronos.
WebGL 1.0 use OpenGL ES 2.0 shaders. These are a little different to GLSL 4.2.0, which I have been using lately.
There's a lot of mis-information floating around on the Intertubes. This, however, looks okay timer.js.
Matrix transformation, some sort of time step, and more use of uniform variables. Then later, a renderable object, similar to the shader object. This should contain the Vertex Buffer and Vertex Attribute handles, have a draw() operation, know which shader programme that it's supposed to use, and (hopefully) load a mesh from a file.