Monk handbook is a nice read, but it sort of requires having the books (or rules compendium, if you're a ddi suscriber) handy for cross referencing.
Eh, equipment is one of the most critical factors when making a 4e character.
If people have been leveling their toons from scratch, at level 5 they should have a couple of level 6+ items.
If that's not cool, just prioritise: weapon/implement slot, armour slot, neck slot.
Monks run into a bit of a problem (a tiny one) in that their basic attacks are weapon attacks, whilst all their powers are implement attacks.
The repercussion is in feats, which will generally not buff both.
Having said all that, I'd recommend a stone fist build for someone not familiar with 4e, 'cos it's focused on hitting harder rather than tactical positioning and inflicting status effects.
All your monk powers are based off dex, which determines your hitroll, damroll, AC, and Reflex, so I'd recommend putting as much as you can into dex.
Now, stat-wise, half-orcs are the most suitable for a stone fist build, but it may clash with your style. I'm just gonna make a human here, for extra options.
As a human, I'd go with an initial statline of (assigning +2 to dexterity):
Str 18 Con 17 Dex 20 Int 12 Wis 16 Cha 15
Put all stat bumps from leveling into str/dex. Though at level 5 having str 19 dex 21 makes no difference whatsoever, level 8 shouldn't be too far away.
Feats:
L1)
Versatile Expertise (dagger, ki focus): +1 feat bonus to attack rolls when using either
Unarmored Agility: +2 feat bonus to AC while in cloth or no armour.
L2) Implement Focus (ki focus): +1 feat bonus to implement damage rolls while using ki focus. Meaning, it won't apply to your unarmed attacks.
L4) Improved Defenses: +1 feat bonus to fortitude, reflex, and will.
Skills:
Whatever you want, actually, you have the statline to support just about any spec.
I'd personally go all ninja with Acrobatics, Athletics, Insight, Perception, Stealth.
Powers (choosing the extra level 1 at-will instead of the heroic effort power):
At wills:
L1)
Crane's Wings: D10 damroll and targets fort. The jump tech can be useful vs ground-based hazards.
Five Storms: AoE around yourself, 'cos attacking more targets = damage multiplier. Shift tech excellent for positioning
Lion's Den: Very nice for stalling (attack, then use movement tech to shift 1 away). Allows you to off-tank for a couple of rounds if the party needs to heal or solve a puzzle or whatever.
Encounters:
L1)
Drunken Monkey: I know it's more of a centered breath power, but making a weak-willed target beat up on its buddy is just too much fun.
L3)
Enduring Mountain: Off-tanking tech, giving you temporary damage resistance as well as dealing decent AoE damage.
Dailies:
L1)
Stunning Palm: An AoE is probably more effective, but well timed use of this power allows you to shrug off some crowd control as well as possibly locking down a tough opponent for awhile.
L5)
Resonating Fist: Once again, an AoE is probably better .. but if your party is happy to do the "delay until after me" thing, you can help stack a whole bunch of extra damage on a boss.
Utilities:
L2)
Grasp the Wind: Just some extra anti crowd control tech.
Insofar as equipment goes, you want:
+2 ki focus (even if it has no other features), since it will boost most of the combat rolls you make.
+2 cloth armour if possible. If not, maybe a Robe of Contingency +1.
A neck slot item. Cloak of Distortion +1 is nice.
Other items to look out for:
Iron Armbands of Power (heroic tier, L6): gives you +2 to all melee damrolls. Note that AoEs are not melee attacks, and you don't roll anything for flurry of blows (so you don't get any damroll bonuses).
+1 dagger of whatever: Just as a ranged option, 'cos magical thrown weapons return to you. Also, if you get to paragon tier, you can go for Starblade Flurry for dealing even more bonus damage, at range, every time you flurry.
Some emergency consumables, such as healing.
Magic items for your other slots, such as feet, head, hands, etc.