First off, I applaud your attempt to tackle the healer role. There are some players on this forum who might assert that monks are unnecessary, arrogant, etc. and a detriment to grouping. However, I maintain that a good monk is ALWAYS to be appreciated. Even those naysayers can't deny the difference in sustainability that a well-timed Word of Healing provides.
I've found that, personally, I rarely use secondary skills. I began as a Mo/Me, like yourself. Capped all the elites, dabbled in Inspiration, blah blah...eventually I just found the secondary skills to be unwarranted. I changed to Mo/R for the sole purpose of leveling a pet when I'm bored.
As far as a build is concerned, my recommendation is to load up your skillbar with 5-energy, spammable spells. Orison, Dwayna's Kiss or WoH, and possibly Healing Touch for saving yourself when things get hairy. The advantage here is that more than half of the energy you expend in casting these spells is recharged before the cast animation ever ends. Signet of Devotion is an option, as well. With a solid base of cheap heals, energy management is rarely an issue.
The other half of your skills are more utilitarian than the mainstay heals. Healing Seed is a common choice to throw on a tank or two. Healing Breeze has a poor reputation on these forums, but I've never had a problem with it. I like to carry Mend Ailment as a quick, cheap form of condition removal. Anti-hex spells are always welcome in a group, also.
Regarding resurrection capabilities, you'll learn over time what works well for you and what does not. Some monks restrict themselves to the signet only, for cast-time reasons. Others prefer the reusable spells. There's really no best choice; it's a matter of preference.
Finally, a few words about runes. I never use anything greater than a minor, with the exception of Vigor runes. It's just a personal mantra of mine; I feel that reducing my own health is contradictory to the mission of a healer. I've tried running majors/superiors and didn't see enough healing boost to justify the health cost.
To summarize:
Healing Prayers 12+1+1
Divine Favor 12+1
Six points for anything else
Orison of Healing
Word of Healing
Healing Touch
Signet of Devotion
Mend Ailment
Remove Hex
Healing Seed
Rebirth