It is better to move checkers toward the center of the board, where they will have more options, than toward the edge of the board.
Use the forced-jump rule to lure opponent's checkers into traps. For example, force an opponent to jump you, setting up a double-jump for you - you sacrifice one checker, but gain two.
Try to prevent your opponent from forming kings by maintaining control of your first row. Try to leave checkers in every other spot of this row as long as possible, which makes it harder for your opponent to approach.
Try to plan a few moves ahead - try to see all the possibilities for what the board might look like in two or three moves, or work toward the most favorable of those possibilities.
King are far more powerful than regular checkers; don't miss openings that allow you to promote one of your checkers to a king.
Look for opportunities to move a king between two of your opponents pieces (whether kings or regular checkers). If you do, whichever piece your opponent moves, you'll be able to jump the other.
If a game gets down to one kings on each side, don't let your opponent back you into a corner and trap you.