Normal is not that much more challenging than Easy, I've found. The key to surviving Pharaoh is to section off your city just like a modern city planner would. When you build residential areas, build them as 4 house by 12 house sections and surround the section with roads. Place the critical services around the perimeter road surrounding the residential section and include: 1 each water, bazaar, firehouse, architect, police station, courthouse, and medical. Try to build a pavilion, or otherwise add a juggler's stand and a bandstand when you can.
You should have about one more temple for the city's primary god than you do the secondary gods, and make it up to the secondary gods by placing shrines for them liberally. I usually start out by placing one temple for each god on the perimeter of the residential area widely spaced apart. I then use the influence of the temples to repave the perimeter roads with plazas. Lastly, to make this all work, I try to keep the residential and industrial sections separated by a unique, short piece of road on which I can place a roadblock. This keeps all the walkers, like the fire guys, walking the residential district and not escaping mindlessly to other areas and cause your residences to go up in flames.
Later, when you have the debens and manpower, you can go back and add dentists, mortuaries and apothecaries. Hint: you don't need to put these in every residential area to win your scenario, just enough of them. Lastly, when you can afford them, scribal schools will change your residential areas into luxury homes. That's why I settle on a 4X12 array of houses, as it gives me enough perimeter space to do all these things, terrain allowing. Because it's divisible by 4, it also permits a uniform array of the bigger residences. Note: I usually place my "pottery, beer, luxury, linen/papyrus" warehouses off the perimeter road but nearby. I do this because warehouses depress their neighborhoods and the market buyer isn't hindered by the roadblocks. The market buyer may go a little longer distance to get these goods, but the people don't notice the warehouse. I also try to position this kind of warehouse between two residential districts so it serves both and I give these warehouses "get" special commands not "accept" or "fill" unless it makes good sense to do so. This cuts down on spending, manpower usage and space usage.
As for industrial sections, I bunch them around either the raw material source or trading area. If I need workers, I'll seed the area with a well and two or three huts which recruiters can pass by and gain workers. I add a firehouse, architect and police station to prevent problems among the huts, the raw materials sources and the shops. I build one warehouse to collect the raw material and a second warehouse to collect the finished goods. I will use a split warehouse which collects both if I'm low on debens or manpower.
One thing I've noticed and it may be of help to you. When your city gets fairly large and demands trade goods, or you are trading extensively, having one dock can be a disadvantage. I noticed that building one or two additional docks (usually one) breaks the log jam and goods being traded and delivered get to the people more quickly. So if you just can't seem to get goods to your warehouses from water trade in the right volume, look to see if you have a stack up of ships at the dock (like 3 or 4 deep) waiting to be unloaded. If you do, build a second dock and I think you'll see better trade results very quickly.