You need to do some vertex-inserting and face-subdividing, I think everyone who wants to model anything that isn't polygons stuck together should know about these functions so I'll run you by them.
General shape selecting methods
To select things: Click and drag over what you want
To select extra things (without losing already selected things): Hold shift and Left Click / drag over
To DE-select things (without losing already selected things): Hold shift and Right Click / drag over
Some tools of the trade for forming shapes
Vertex tab > Divide Edge (Ctrl + P): This inserts a vertex between two selected vertexes, and fills the gaps with the needed faces. Super useful, but be warned as it tends to mess up if you do it using the same vertex more then once. It creates extra vertexes on top of vertexes, so far I haven't found a way to remove these and they make it impossible to work with these vertexes afterwards (to insert faces, ect.)
Face tab > Create Face (F): pretty self explanatory, select 3 vertexes and hit F to create a face connecting those 3 vertexes.
Face tab > Reverse Vertex Order (Ctrl + Shift + F): Flips a face around basically, this is crucial when you're creating faces inside a shape (to trim off some part of the shape later to reveal it). It also allows you to fix models that have faces facing the wrong way.
Face tab > Subdivide 2 or 3 or 4 (Ctrl + 2 or 3 or 4): Divides a face into 2 to 4 other faces, all while inserting whatever extra vertexes are needed.
Subdivide 2 splits a face into 2 equal parts, creating a tangent from the middle of the Hypothenuse border line, connecting to the vertex at the top of the face triangle.
Subdivide 3 splits a face into 3 faces, creating a vertex in the middle that connects to all corner vertexes.
Subdivide 4 splits a face into 4 parts, effectively creating a face Inside the face you selected, plus 3 faces to fill the gaps and 3 vertexes positioned in the midpoints of each border line.
Face tab > Turn edge (Ctrl + E): Ridiculously useful, it "flips" 2 adjacent faces around, repositioning the middle border line between them (effectively rotating the faces around). You can only use this function on 2 faces that share the exact same border line. It uses existing vertexes to reposition the border line, so no new vertexes are created or anything.
Face tab > Hide Faces > ccancel: This is to help clean your 3D projection a little, hit this whenever you start seeing too many black faces to get any idea of what's going on.
Black faces are a glitch isolated to MS3D, and shouldn't be present in MS3D unless you did something terribly wrong somewhere else.
You'll have to mess around with these functions, to bevel a face will take a few tries through several routes. Start off by trying to bevel a simple rectangular Box for practice.
I just bevelled a box, I'll post pics and steps to how I did it in a sec.