Protoss
You have picked Protoss. Protoss is a very powerful race. To master it, however, you must be a master of economics, because Protoss is expensive. The trick to attacking with Protoss is combos. All one or two units will not win. You need diversity. Strengths: Good cloaking, recharging shields, instant shield recharge with shield batteries, powerful air and land. Weaknesses: Expensive, highly vulnerable to lockdown, micromanagement required.
Strategy 1: Mineral strategies.
See Terran Strategy 1.
Strategy 2: The Zealot Rush.
There are several different types of Zealot Rushes that I will cover here. First is the early rush. In this one, 7th makes a pylon, 8th makes a gateway, 9th minerals, 10th pylon, 11th gateway. Make Zealots constantly (as long as this doesn't interfere with build plan). As soon as you get each zealot, send it to scout around. When you find the enemy, then attack. Often you will know where the enemy starts - great! Attack at once. Use the Zealot to hurt or kill building structures. As you bring in more and more Zealots, you will eventually take him out. Next there is the not-as-early rush. Go 7th pylon, 8th gateway, 9th minerals, 10th pylon, 11th gateway, 12th minerals, 13th pylon, 14th gateway then scout, then pylons and an assim as long as it doesn't interfere with zealot production. Make constant Zealots until you've got 12. Then attack (as long as the scouting probe doesn't find a MAJOR turtle. That should usually destroy him. Just remember: Unit Control. If you see a zealot being damaged, run it away, and the enemy will chase, giving you free shots. That about covers it for the Zealot rushes.
Strategy 3: The Protoss turtle.
This strategy usually only works v.s. comps. Start with 7th pylon, 8th minerals, 9th forge, then cannon up your choke. THEN go with gateway, assim, core, and advanced buildings. The cannons then supplement your temp/reaver/shuttle defense later on.
Strategy 4: The Reaver Rush.
This is MY version of the Reaver Rush, for another (and maybe better) version look here. OK, you start out with 7 pylon, 8 minerals, 9 gateway, 10 assim, probes on the assim as soon as it comes, core as soon as gateway finishes, probes on minerals, robotics facility, shuttle, pylon, support bay, dragoon, reaver, and more units. Send the shuttle to attack. Drop by clicking on the picture of the reaver, and as soon as you click right click on the reaver that appears. Early zergling rushes will beat you if you aren't careful: you might want to get 1 zealot before moving on.
Strategy 5: The Super Drop.
Here is one of my favorite Protoss Strategies. You do it in the late game. The Force: 12 Scouts, 6 Shuttles, 1 or 2 Observers, 1 Arbiter, 5 Reavers, 2 High Templar, and 12 Zealots. Also at your home base you'll need 3 Templar with Hallucination and mana upgrades. Now, you start by hallucinating 12 total Zealots. Select this whole group and tell it to attack the chosen base. Now, load all the ground units in the force into the shuttles. Set the Observers on follow commands, and you are ready. Send the scouts ahead to take out any turrets/cannons in your landing zone, and then drop. Take the templar and storm everything in sight. Primary targets: Cloak detectors, all spellcasting or big units, and the peons. Once you have used up all the mana, merge the temps. Your hallucinations should be arriving about now, providing a distraction to your opponent. The 12 Scouts and 12 Zealots will be wreaking havok as well. Try to keep everyone under the cloaking field of the Arbiter. If a big force arrives, i.e. BCs, Guardians, Wraiths, and stuff like that, stasis away. Your Archon will be finished, send it to hit the CC, Nexus, or Hive. Around now your Reavers will be getting low on Scarabs, select each Reaver and queue up Scarabs. Once everything in sight is demolished, scout ahead with the Observer, and then move the Arbiter, and then move the units.
Strategy 6: The Scout Dance.
This is most useful against a non-Terran computer, but it works against human players too. All you need is 12 Scouts and an Observer. (Note: You can substitue an Arbiter for a Scout) Find an enemy base with the Observer. Build 3 Shield Batteries. Select the Scouts. Hold down shift and then right click on something at the base - be it a cannon, a colony, or a pylon. Keep shift held down, and right click on each of the Shield Batteries. The Scouts will fly in, kill the target, then fly back and recharge their shields. You can designate more than one target - try right clicking on several enemy units/buildings, right clicking on the batteries, and then right clicking on the buildings, then the batteries.You can designate up to 6 targets and 3 recharges this way, if you do 2 targets then a recharge. Then while those 12 Scouts are doing the job, you can have another group of Scouts doing it as well, so the enemy has 24 Scouts rampaging through his base.
Strategy 7: Denial.
This is a fun strategy to do. It usually works only in the later game. Put an Observer over each expansion spot, or patrol Observers between 2 spots for double recon. Then have a 12 Scout group. If you see an enemy expansion attempt, attack w/ the Scouts and smash it. Meanwhile, expand all over the map. I have had several infuriated opponents who either left, or rashly attacked me without thinking.