I find there's two ways to keep the Corsair under control on landing:
As suggested, come in just above stall to get all three wheels down at once.
However, if you're coming in a little faster, let her roll on JUST the main gear until the speed is reduced to where you can get the tail wheel down and locked (from what I understand from other threads, this type of landing was advised for early Corsairs due to gear bounce issues). Until you drop below 50mph rudder can be used to help keep your nose straight, but as SOON as you can get the tail wheel down give it back-stick to lock it in place. This type of landing is easiest if you give yourself a long glide run onto the runway, and the important thing here is to keep your focus on the landing. Get distracted and she can get out from under you.
I prefer the 1A for most air-to-air situations. I disagree on the fuel loadout, and find this option is more flexible than how it's handled in the -1. Plus, I don't think any preference on fuel distribution is enough to disregard the 1As performance advantages (speed and turning ability aren't so significant, but fly the 1A for a bit and then the -1, and the birdcage WILL feel heavy and underpowered). If I'm going a sector or so I'll load 75% internal with no DTs. When I take off, I start with my left wing tank until it's down to 1/8th, then burn the right down to 1/8th as well during my climbout. With both wings drained I switch to main until empty. I'll usually RTB once I'm down to about 1/8th main tank if I'm not worried about pursuit (1/4 main if I need to run like hell). 1/8th in all three tanks gets you a LONG way if you use cruise settings.
I'd recommend you catch up with Widewing or TC in the training arena for certain, and there's some other REAL good sticks as well. The Corsair isn't EZ-mode like the Spits and ElGay. Not everyone can make her dance low and slow (and the guys who CAN are the ones you REALLY need to watch for). Especially as you're learning, I'd try and keep her fast, certainly no slower than 250-300mph. Unless you're in a -4 low-end acceleration really only ranges from poor (-1) to average (1A/C/D. The -4 is an absolute monster very deserving of the perk price) so if you bleed off your energy on the deck you can't count on being able to run out because those Spits and ElGays will beat you in the drag.
If you use your gear for a break try not to run with them out. Unless I'm in a dive trying to avoid overspeeding I try to only kick them out for a second or so at a time. Just make sure you retract again! It's a bit embarrassing trying to run out on an enemy only to get run down by an Il-2 just off the field because you forgot to stow your gear.
Do NOT forget Der Uberflappen (TM). The Corsair has some of the BEST flaps of anything in the game, and dropping a notch or two at just the right time will haul that big nose around and give a lot of guys a REAL nasty surprise. Just enter a lag pursuit turn, drop the flaps and wait for the smack-talking to begin from that Spixteen who swears there's no WAY the F4U can turn inside him.
Use the Corsair's mass to advantage! While most planes will catch her in a straight climb there is almost NOTHING that will hang with the F4U in the Zoom. Can't tell you HOW many times I've run down La-7s and Ponies opening on me FAST in a level chase when they decided to try and climb out. With a good head of steam in the 1A (~350mph true airspeed) I've held rates of climb at rather shallow angles of attack exceeding 4000fpm for a good 5mins or more. If you misjudge his speed a Corsair below you can become a Corsair chewing up your tail faster than you can say "Oh @#%&!"