I found NeHe's tutorials to be easy to follow especially since code that's ready to compile is provided at the end of each lesson:
http://nehe.gamedev.net/
Stay away from NeHe tutorials, they are badly written and really old. Pretty much everything they cover is deprecated and done in otherwise old fashioned ways.
This is a big problem with OpenGL tutorials in general, a lot of them cover old stuff that shouldn't be used any more.
The entire OpenGL fixed function pipeline is deprecated, replaced by programmable shader pipeline. It's a lot more work to get simple stuff done with shaders but it pays off in the end.
If you're looking to write a game (and not an engine) it may be a good idea to get an engine and not write "raw" OpenGL at all.
But if you only want to draw a rectangle with a solid color, you can do that using the scissor test and clearing "the screen". But that's about all you can do without shaders.
My understanding is that the NeHe tutorials are archaic and do not properly reflect modern OpenGL usage. Iirc the legacy constructs used in NeHe have been dropped in mobile implementations of OGL.
Most of them focus on OpenGL for windows.
I just searched and found this WebGL tutorial which says it's based on NeHe's so it's hopefully good: http://learningwebgl.com/blog/?p=28
Disclaimer: I'm not a game developer and I barely dabble in the 3D world, so take my links with a huge grain of salt :)