You can scan for kethane, mine kethane and convert to fuel with Kethane mod
+ Kerbal Attachment system (Mod) to get transfer established without docking ships via docking ports (since you don't want to lug around the HUGE converter and fuel tanks required every time..). Although they are usually for the latest version, no idea if it works with demo. Kethane works with 0.18.4 but I don't know if the demo allows mods. And you should always have Mechjeb and Romfarer mods, Mechjeb because it gives you absolutely vital data (and a superb "Smart ass" tool)
If you want a smart hint. Put RCS keys to the numpad 82 46 (up down, left right) and 9 forward, and 3 back. That way you have a perfect translation system for docking
And always use RCS to accelerate or brake, thrust pushes objects that are in the direction of the thrust vector away and can even destroy parts. So you don't need to ever use fuel for orbital motion close to the object you wanna meet. circularize a good orbit below the object's orbit, move the planing tool node so that you get a sub 2km intersect and once you reach it, circularize again. At this point, all motion should be done with RCS (at best, RCS is placed in packs of 4 , 1 above the center of weight, as high as possible, and 1 below the center of weight, near the end of the ship. The smaller the fuel tank is in length the better (it often helps to put fuel tanks on metal poles and make em hold with them.. ehm, struts. Because it doesn't change your center of weight so much when the fuel tanks are spread along the natural center of weight. The more the RCS is off-set from the center of weight, the less it strafes, and the more it rotates. (not a good thing ,p)
Also remember you can switch with the <> keys to control other vessels close to you, so you can use that to rotate a station to a better position. Or line it up better...
As for space shuttle.. enable the display of the center of mass, if it isn't in the perfect center of your vessel then that is what causes your spin, (Also as you use fuel, the center of mass shifts...) the camera center when you rotate view in exterior view is the "absolute" center of mass (as a hint) so you can always see where it is. Of course, you will have to experiment ;p
Sidenote: Space shuttle is one of the hardest things to get right in KSP, you should go first for asparagus staging because that allows you to get much much more weight up in the sky. 70% more delta-v compared to just firing all at once like the space shuttle. (But you will have to control the launch manually or with surf-tool) .. you will see why if you try
Also KW Rocketry is absolutely vital. It gives you a lot more engine, solid fuel boosters and liquid fuel tank options. ^^ Basically, I only play KSP with lots of mods. The modding community is huge!
Also if you are wondering why I mention delta-v (You can't see it in native) Mechjeb shows you statistics for each stage (sometimes wrong ones, but mostly correct ones) you need about 5000m/s delta-v to get into a average height orbit, stabilize it and get back safely. 1300 more to get to a moon and back. 3000 more to get to another planet. (on average) I don't think launching with 8000m/s delta-v is going to be easy, so most people do a 3 ship thing, one control and fuel, other fuel and engines, and the last one the lander. F5 is quicksave, USE IT
(Holding F9 reloads)
Also this mod
http://forum.kerbalspaceprogram.com/showthread.php/42909-Subassembly-Saver-Loader-Save-chunks-of-your-rockets-as-templates-etcAbsolutely vital if you build space ships that you dock together.