Here you go:
You have three basic resources,
Energy Credits
Minerals
Food
Energy Credits, as the name would imply, serves both as power (everything you build has an energy upkeep) and money that can be used to do things like hire leaders and buy from the market. They're also used by normal empires for the "campaigns" edicts.
Food is eaten by your pops and can be used to increase population growth on planets via decisions. It's also used by hive minds for the "campaigns" edicts.
Minerals can be used to directly build buildings, districts, and mining and research stations. Their other purpose is to be refined into various advanced materials, specifically:
Alloys
Consumer Goods
Volatile Motes
Exotic Vapors
Rare Crystals
(Paradox calls the last three "strategic resources", but I disagree with that idea since you can manufacture them using minerals and they're basically mandatory if you want an advanced economy)
Alloys are used to build ships, starports and their modules and upgrades.
Consumer goods don't have any direct use except for a planetary decision that increases immigration pull. Rather, it's mostly consumed directly by your pops and by specialists to produce things like research, unity, and amenities.
Volatile Motes are used to upgrade your alloy foundries, fortresses and are used in advanced kinetic and explosive weaponry.
Exotic vapors are used to upgrade your research buildings, amenities buildings and advanced shields and plasma weaponry.
Rare crystals are used to upgrade your civilian industries, housing, unity buildings and advanced laser weaponry.
Keep in mind that these can also be used for special edicts, though I wouldn't say that's necessary to know to be able to run an economy.
Lastly, you have Trade Value which is routed from your starports (starports always collect the trade value generated in their home system, and can have their trade value collection range expanded by building trade hubs) to your capital. Trade value is then either converted in a 1 to 1 ratio to energy credits or into half an energy credit and consumer good or unity, depending on the policy you're using. Pirates will attempt to poach your trade value and will begin leeching it if they go above your trade route protection value, and will eventually spawn a pirate fleet that will fuck up your whole system if they stay at max piracy for too long. You can suppress piracy by having a fleet pass through the effected systems every now and then (you really only need a few corvettes).
To produce all these things, you need to build districts, buildings and mining stations. Only mining stations will produce them on their own, though, the others require pops to work them to be productive.
You three tiers of pops.
Rulers
Specialists
Workers
Workers produce your basic resources (energy, minerals, food and trade value).
Specialists refine the basic resources into more advanced resources (alloys, consumer goods, motes/vapors/crystals, amenities, research and unity.
Rulers are powerful pops that occupy your capital and a few advanced and civic-specific buildings. They do a variety of things, but the basic "administrator" that your capital spawns produces amenities and unity (without need for consumer goods), the other ruler types produce amenities and some other type of resource.
Each pop requires housing and amenities to be happy, and consumes food and consumer goods based on your policies and living standards. Under standard living conditions, rulers consume the most resources and have the most political power, workers consume the least and have the least political power, and specialists are in the middle, but different living standards can alter this (and the Shared Burden and Utopian Abundance living standards make them equal)
There are also slaves and robots. Slaves can only work worker jobs, but use little to no resources and can have their output seriously buffed. Robots can work various jobs based on their development level. Your basic robot pop can only work miner and farmer jobs, droids can work all worker and specialist jobs except researcher, and synthetics can work any job. Robots also consume very few resources and use energy instead of food.
Districts produce your basic resources of energy/minerals/food and provide housing (2 housing for resource districts and 5 housing for city districts (and city districts can be upgraded to produce even more housing)) and employ workers while buildings can have multiple functions (including producing basic resources), but most importantly are used to refine advanced resources and tend to produce specialist jobs. Upgrading buildings usually has the effect of producing more of their type of job, and planets with lots of advanced buildings will require more housing (a fully upgraded building can provide as many as 10 jobs). Also, while districts can be built out for as many as you have available tiles and open districts, buildings can only be built for every 5 pops on the planet.
As a general tip, try to produce as much energy, minerals and alloys as you can, produce as much food and consumer goods as keeps you in the green. I would aim for a small surplus of motes/vapors/crystals.
I hope that helped.