RotaryCraft isn't a beginner's level mod. They have attempted to take realism and apply it to a mod, thus adding complexity to the mod.
I would suggest:
(1) Tool mods. Tinker's Construct, etc. These are entry level mods that allow you to gain efficiency in terms of tools.
(2) ThaumCraft. There is an actual progression, in terms of research, etc. that allow you to "progress" through the mod's features.
(3) Ore Processing. Thermal Expansion, Factorization, Industrial Craft, etc. have machines focused around ore doubling/tripling. Important.
(4) Early Energy Generation. BuildCraft engines, RailCraft boilers. If you mouse over something as simple as coal, you can see the many ways you can convert the coal into various energy types. In this example, coal an produce 4k EU. A bucket of lava can produce 20k EU or 8k MJ, depending on what machine/mod you use... Lots to figure out here.
Once you finish these kinds of things, you can delve into the automation world.
(1) BuildCraft transport pipes, Thermal Expansion ducts. Help you to move things around from machine to machine automatically.
(2) Applied Energistics. Automation & inventory management.
(3) Quarries, etc. Resource acquisition automation.
Once you have your feet wet in automation.
(1) Scaling. Now you can build bigger and let your automation run it. This is when you can consider advanced mods, since you have the infrastructure to run it/support your progression. The less minor things you have to worry about, the smoother the learning process will be when you approach these high level mods.
(2) Energy dumps. IndustrialCraft matter fabricator & MineFactoryReloaded laser drills
(3) Other end game type shit.