Ice Fisher by Spanisihwa sounds like the right build for you, it's a worked out Macro/Macro+:
It focuses you on building a strong two base economy, thus practicing your macro.
Be more dependent on scout information, which is important in 1v1. Know your opponent...
You need to be aware of this information, it allows you to know when to switch between building drones and building army. Placing some overlords and zerglings near the opponent in the right place to see incoming units is a vital thing, this gives you the right amount of time to produce the right amount of units.
In the end, you don't want to be over-producing army so that you have more drones for your economy; it takes some time to get it right put it pays off and may make the difference in the long end. A lot of beginning Zerg players don't focus on this aspect, imbalances them resulting in loss.
With only a subtle difference against Zerg, the build is safe and isn't dependent on cheese/rush.
With macro / economy comes learning to trade-off / adapt to the situation, hence proper play.
The defensive / FE approach of this build isn't always appreciated in team games, either your team rushes and you have to go along or they rush your front door and you are incapable of defending from two players simultaneously before your team mates arrive. Locks you to 1v1...
You can continue on this build after Gold / Platinum up to the Grandmasters. The problem lies not with the build, but it lies with execution of the build; don't expect magic to happen from Day 1, a lot of practice lies ahead with any build if you want to get at the highest levels, even when cheesing...
What is this build about?
By focusing on minimal defenses (enough to hold off your opponent), you excel in economy.
By focusing on minimal early gas, you come out ahead mid game as you take all four extractors.
Using static defense as well as queens (handy for early anti-air / creep spread / natural injection) and perhaps some slow zerglings, you make sure that you can hold off a rush at minimal cost.
An aggressive Zerg player in the later game; as there is a turning point where it becomes non-feasible to keep playing defensive (Zerg should contain, not be contained), it's important that one focuses on pushing rather than defending. Because of the high influx of minerals and gas, you'll be able to just throw tons of units into your opponents army as well as use nasty tricks to attack the opponent's bases from different sides.
Consider the time it takes to produce a Terran marine army, now consider the amount of Zerglings you can throw at him if you are on three bases and perhaps also have two macro hatcheries. You'll simply outnumber him... ;)
I'm not going to list the build here, as you need to research this yourself. Looking through the TL thread, watching his gameplay a few times (Day[9] perhaps?) and then go and practice it yourself.
A followup question would be, what possible transitions exist for the suggested build, and what kind of information (from scouting) do I need to make the decision which transition to do.
Working out how to transition out of the build completely depends on the game, a nice thing to do is to keep notes (As simple as Notepad, perhaps Evernote or OneNote; some people even use Excel) in which you list the specific problems you have with your build and figure out what transition works the best against them.
For example: Are enemy infestors a problem? Consider:
And you'll eventually know when to scout that he is going infestors and be ready to transition. As there are a lot of possible transitions, it would be unfeasible to list all possible situations...
As a conclusion, this might not be the most straight-forward build but it'll sure leave you with a good view on economy and macro before starting to work out more towards the micro aspects of the game.