I think what I learned last night about the differences between it and LoL is that Dota is probably more unforgiving. There were a lot of things that I had either forgotten or just didn't know weren't features in LoL. I guess the big things to remember regarding the differences:
1.) Make sure you always carry a TP. I usually buy two in base whenever I die or go back, so that I have one ready to go after I TP out. If you get in trouble in lane and the other team doesn't have a stun (or if you can juke a bit), you can just TP to safety. Plus, it's super important for both defensive rotations and banking opportunities. You can buy them from the side shops as needed, and they're only 100 gold. Carry TPs!
2.) If you're a support, obviously you're supposed to buy wards and/or courier at start. In bot games, some dipshit carry will buy a courier, because role logic isn't necessarily great. You can "upgrade" the courier starting at 3:00 (it becomes a flying courier, with no pathing restrictions and faster movement) for 220 gold.
3.) In terms of lane support, obviously the biggest thing is lane control. You want to keep the lane equilibrium at a spot where a.) you're not susceptible to ganks, b.) your carry can reasonably last hit with ease / tower cover, and c.) you can potentially gank if the enemy carry is too far up. But, you also don't want to pull things too far back, because shitty pub carries (like myself) sometimes have issues with last hitting under friendly tower aggro, and that tower aggro can end up pushing the lane up even further when all is said and done. This has more to do with the safe lane than the hard lane (which is possible to "pull" back, but it's tricky to pull off well with a lot of heroes).
I guess I didn't realize that LoL doesn't allow you to aggro your own creeps with jungle camps, but that's a big part of it. An even bigger part is just denying creeps in lane. Usually, it's enough to handle denying like last hitting, but if you're focusing on lane equilibrium, definitely get a feel on when you should be auto denying friendly creeps as they get to 50% HP. That's probably a bigger "you'll learn that instinct in time" thing than anything else outside of general map awareness, so I wouldn't really sweat it for now. If your carry can handle the lane (and many safe laners can if the other team is running a solo offlane), your focus should be more on harass and zoning the enemy heroes out.
It might be more useful for you to join a game as a coach and just watch everything for a half hour or so. I realized last night that there was more to take in than I had assumed.