After build (of development with editor) you can run the editor from the .uproject file like normal. Or just press F5 with visual studio up and run it from there.
You can copy the compiled plugin folder to new installations as well.
Once in editor, the VRCharacter actor handles most of the logic.
I am not very good at tutorials, there is one guy making a visual image guide to getting started though and I intend to post that on the wiki when completed (much appreciated work from him).
I would like to mention though that I do large plugin changes between versions so that a version is mostly stable across its engine number, right now with 4.16 I am cleaning up the blueprints significantly and making some core changes to the plugin. The upcoming 4.16 version would be the easiest and quickest way to learn your way around it and how it works from the template.