What classes have you played before and what class are you looking to play now? Who else is in your party and what kind of role are you looking to fill?
In terms of differences between a one-shot and a campaign, I'd say there are a couple of things to think about. The first is that there's prerequisites to some options you might want at later levels. While it might pay to think about what options you want to take early to unlock those options you want later, you shouldn't sacrifice having a fun character to play now to do so. If all else fails, you can always retrain later, something that you should also keep in mind if you choose a feat or other option and later find it not to be useful.
Another thing that might not have been important in a one-shot is magic item distribution. Depending on your campaign, it might be easier or harder for you to acquire magic items, but you should expect some as loot, at least, even if there are no available markets. If there really is no-where that you can purchase magical items with your hard-earned wealth, you may want to encourage the party's spellcasters to get magic item crafting feats. Craft Wondrous Item is the most versatile, but you might also want some of the others. You can encourage this by offering them a profit; as a magic item crafter I typically charge 20% on top of my expenses, or 60% of the total market value of the item (which is still a great discount for the party). However, magic item crafting rules are a little bit complex, and if your GM doesn't understand them fully (or if they do understand them but don't want you to have them for balance reasons) they may wish to veto those feats. If that happens, don't argue, but do point out that you need magic item shops available at some point, or a friendly NPC crafter to help you turn wealth into magic items.
Then there's the campaign structure. This is probably not too different to 5e. Your GM probably has some idea in mind how you're expected to follow the story threads from point A to point B, and what clues point you in the direction to go. Allow yourself to be guided, at least in terms of motive. That is, let your character be interested in the mysteries and plot hooks the GM is dangling. That being said, you don't need to follow the exact path from point A to point B that your GM lays out. Pathfinder provides a lot of tools for gathering information from the appropriately named gather information use of the Diplomacy skill, to divination magic, to some certain feats. If you want to learn more about a plot hook before charging off in the direction the GM indicates, feel free to ask your GM if you can do some investigating of your own.