The first stage of animation production is called blocking. This is where you create the key poses of your animation.
https://blog.animationmentor.com/5-key-steps-for-effective-blocking/
Some examples of good blocking:
A demonstration by Marlon Nowe of pushing a key pose to be much more interesting
This is a great series of videos by Alessandro Camporota taking a shot from start to finish
The graph editor is an essential tool for controlling your animation in maya.
We will cover its uses as we progress through each stage of animation but for the purposes of blocking we just need to know how to change our key types from spline to linear to stepped. And how to select and move keys.
The following article explains the features of the graph editor in great detail
https://create3dcharacters.com/maya-animation-graph-editor-fundamentals/
The following Lynda tutorial gives a brief overview of the features
Gives a sense of weight and flexibility to drawn objects. It can be applied to simple objects, like a bouncing ball, or more complex constructions, like the human face. The most important aspect of this principle is the fact that an object's volume does not change when squashed or stretched. If the length of a ball is stretched vertically, its width needs to contract correspondingly.
Anticipation is used to prepare the audience for an action. Bending knees before jumping or swinging arm back before throwing a ball. It can also refer to preparing the audience for something about to happen - such as a character looking off-screen to anticipate someone's arrival.
These are two different approaches to the actual drawing process. "Straight ahead action" scenes are animated frame by frame from beginning to end, while "pose to pose" involves starting with drawing a few key frames, and then filling in the intervals later.