A lot of games are won and lost in deployment. Since Daemons don't deploy, the game hinges on how your opponent deploys, and how you deep strike in reaction to it. Poor technique with the first turn deep strike will get your army shot to ribbons first turn and/or cause unnecessary mishaps.
One of the finer points of playing Daemons is the order in which you drop stuff on the table. Most especially on the first turn. With Screamers becoming ubiquitous, this is less important than it was, but you can't field only Screamers, so this requires a bit of thought.
The very best case scenario for deep striking is to drop your entire wave behind an LOS-blocking cover that lets you stay safe on turn 1 and hit the enemy turn 2. Observe in the picture below, my opponent was playing my army. Having watched me do this plenty of times, he, too massed his troops as much as possible within Fateweaver's bubble, behind ruins that either block LOS or grant a rerollable cover save.
This 1st turn alone set him up to beat me on his first ever game using Daemons. This here is me doing the same thing to him in a previous game.
In both cases, there are a couple units that scattered out of the bubble, but they're all in good shape. Moron (His appellation for himself.) made a mistake on his deep strike by placing one of his Screamers within 12" of anything, and sho' 'nuff, they scattered 12" on top of some Flamers that were already on the board.
Each of these represents a nearly perfect first turn deep strike. The only way it could be better is if you can land on your opponent's flank where they can't bring nearly as much firepower to bear. Both of these ended up right in front of the enemy army, but it's all good.
If there is nothing to hide behind, forming that bubble is even more important because you're going to take a beating in the next shooting phase. In this case, it is best to drop on one flank of your opponent's formation to minimize the shooting you will suffer.
Now, to get into this first turn formation you need to use the right deep strike order to mitigate risk. Fateweaver should always go first. Not only because it reduces or eliminates his chance of mishapping, but it allows all of the follow-up deep strikes to post off his finishing position. This, in-turn, allows you to clean up the bubble spacing by running Fateweaver 2d6" straight ahead if necessary, and running everything else as required to make 6".
So, if you got him, put Fateweaver on the table first and fling dem hoes. The space in front of where he lands is your staging area.
After Fateweaver comes Soul Grinders because they have a large footprint, need lots of space and want to shoot and not run first turn. Hopefully you allowed for enough room to safely drop them directly between Kairos and the enemy. If not, I'd just drop them outside the bubble and take your chances.
Next on the list any other MCs you have. They will probably be swooping themselves, so they, too, can only run forward. This makes them less maneuverable, so they should deep strike near Fateweaver. I like to drop them in BTB contact with Fateweaver because it will allow them to run up with him and reduce the odds of them scattering way outside his bubble. Plus, the odds of a scatter on top of Kairos are accetably low for a single 60mm base. The reason you DS MCs next and not normal units is because you can't spread an MC out. Flamers can run in all directions at once, whereas MCs can only go one way. If they scatter to the four winds, c'est la merde.
Next up is everything else that is not Screamers or troops. This typically means Flamers, Fiends, or Bloodcrushers. These deep strike in front of Fateweaver, because he can only run forward while swooping. Thus, when you DS Kairos, you need to leave ample room between him and the enemy lines or mishap-causing terrain. I'd say about 15-20". If he scatters backwards, you fudge it with run moves. If he scatters waaay backwards, and you can drop safely outside of his bubble elsewhere that will allow you to hit your opponent turn 2, do it because you need to be on the enemy quickly.
Once the elites are in, the troops should drop. Your first wave should contain your backfield scorers, so they should drop safely in the back out of sight with due regard for any outflanking or DSing reserves your opponent has.
Finally, the Screamers arrive. You take no chances with them since they can turboboost 24" to reach the bubble. Same with Seeker Cavalcades with their 12" flat out move.
Gambling with Flamers for the alpha strike merits consideration. I typically only do it when the payoff is so high that it's worth risking a more devastating turn 2. If, for example, your opponent has exposed a critical unit like a Banner of Devastation Command Squad, then you should risk it. Otherwise, it can wait. Really, it usually can wait.
Deep strikes in supplemental turns are entirely subjective to the ebb and blow of the game in reaction to what your opponent is trying to do. Generally, you should play it safe, but there is an art to knowing when to gamble. It's all about weighing risk and reward.