I, too, jumped straight into PlayMaker without ever having seen it before. I wanted to know "what's the best way to do X, Y, and Z?" It can feel somewhat overwhelming at first, but once you get the hang of it you'll be making your own FSMs in no time. I think your best bet would be to follow the video tutorials.
http://www.hutonggames.com/tutorials_game_design_with_playmaker.phpI found them frustrating because I was working with primitives and not my own game art. But I forced myself to stick through with it and learned a lot. The whole time you watch them, you should be thinking "how can I use this in my game?" You can play along, or just watch. For some of them I just left them playing and sat back with some tea. Soon it will click, you'll "get it", and you won't need to keep watching the tutorials. Once I understood how PlayMaker works I closed the videos and got to work.!
Once you start setting up some basic FSMs, you'll probably hit a snag, and that's when (in my opinion) this community here is the most helpful - they're great at saying "ah, yes, I've hit a similar error before too" and giving you a solution. We all try to help each other work through issues, process of elimination, scientific method, etc.
I also find another great resource is YouTuber "badseedgames", he uploads tutorials that cover slightly more advanced topics. These are great in case you have more of a broad question like "how do I set up enemy AI?" Badseed will get you started step by step, and you can change it as you go or afterwards.
https://www.youtube.com/user/BadSeedGamesAs your specific needs, here are some starting points. Play with settings and states until they work for you:
On your camera object, create an FSM and add the "smooth follow" action. The target object should be the character.
To start with moving platforms, try the "move towards" action, defining a point in your game field as its destination. When it reaches the destination, send the FSM to a new state which uses "move towards" to get it back to its starting point.
Platforms will float in the air automatically - gravity is only applied to objects with physics components (rigidbodies usually). Leave these components off of your platforms, and they'll float.
Multiple levels aren't hard. In unity go to File > Build settings. Here, you can "add current" scene to the list of levels. In Playmaker, there is a "load level" action which lets you specify a level, by number in this list, to load.
Menu systems will rely on the playmaker "GUI" actions. There are lots of them and this is a whole tutorial in itself. Watch lots of videos! GUI took me a long time to have control over.
Hope these are some good starting points for you!