What part(s) of the tutorials have you confused? I can describe my process, if that's helpful to you.
1) I usually start by finding the game's font using a graphics editor (Like Tile Layer Pro or YY-Char.net). This helps me guess what encoding the game might use (E.g. if there's less than 256 characters and symbols, it likely only uses a single value per "letter"; if it has a full kanji table, it likely uses 2 values like Shift JIS).
2) I then try to figure out the character table (E.g. A = 6C, B = 6D, etc). The smartest way is to study the text routine using the emulator's debugger, but you can brute force it as well - for instance, you can use tools with Relative Search to guess the encoding pattern.
3) Once you've found a dialogue string in the ROM, you need to find the pointer tables. If you're lucky, the pointer tables are two bytes long and at the beginning of the 0x4000 block (E.g. If your string starts at 0x1D2743, the pointer table starts at 0x1D0000). There's an excellent document on GB Pointers
here.
4) With that, you should have enough to plug into the Cartographer and Atlas script extraction and insertion utilities. Once you've done that, you can start translating.
Hope that helps in some way.