I usually try to place a wood, as big as will fit in the centre near or overlapping with one of the objectives on one side. Usually the opponent will give you that side, rightly being afraid of MW due to magic if he positions near there. If that happens I'll put 20 dryads next to it. It's not often I get to place more than 2 woods and sometimes I'll have to do with one... teleporting is something that happens surprisingly few times in my games... you usually deploy to counter enemies and then you'll need those troops there to keep or take a certain objective. Having said that sometimes stuff goes to hell and you'll need reinforcements or once the table gets a bit empty in turn 3 a teleport in turn 4 and then a move and charge in 5 to claim an objective can give you just the points you need to win.
I don't play dreadwood myself
Deployment is so dependant on everything (your army, enemy army, enemy positioning during deployment, terrain) it's hard to give general advice. I myself often play with 3 units of dryads and I'll try to keep a unit near objectives since most other stuff I'll take will have less bodies so dryads will be important in claiming objectives.
I usually pick first turn because running dryads will be able to claim midline objectives and I've noticed those points during turn 1 are often crucial.... and we don't hit THAT hardbut are relatively tough so if the opponent does the same it's not easy for us to remove them while if we do it's it's not easy for them to remove us. (today on border war I was able to take 5 points for 3 turns against Khorne because of dryads bodies near the midline objective.. winning me the game).
Keep positioning in mind.. most importantly dryads and wyldwoods…. -1 hit is great.. it's worth sacrificing nearly anything else in positioning even sacrificing cover to take that.
For the rest for me the most tricky stuff is to remember all the abilities (and we don't even have that much compared to some armies). Remember to stomp, remember the -1 to hit, remember the +1 to hit in your own combat phase. ( And.... referencing to my game today.. remember to keep Alarielle in range of the regrowth spell if you have a caster that is supposed to heal her.. and not have drycha run of somewhere else when alarielle gets a beating … she survived btw).
Alarielle and a TLAwill not be worth their points if only used for support usually. They need to fight to get the most out of them... pick those fights carefully. Enemies WILL pile up on them and a double turn even if she's just fighting some battleline units could kill her (I got 12 wounds in 1 round of combat against 10 bloodwarriors today, ****** big sword thing mauled me for 8 wounds).
AoS in it's basic isn't rocket science obviously... and I'm not a great player but I can't really give more general advice than this.