Well, conceptually you draw the same way - you set the resources for drawing (buffers, textures) and the input layout (vertex format), and then you draw the geometry.
D3D11 does not have fixed function pipeline anymore, so you have to use shaders for vertex and pixel processing.
The shader constant registers are replaced by constant buffers, which allow for very flexible memory reads in your shaders. If you have D3D11-class hardware, you can also use read/write buffers for communicating with other shader instances and/or readback data written by the pixel shader or the compute shader.
You can still use D3D11 if you don't have the newest hardware, but the advanced features introduced by D3D11 (tessellation, rw buffers, compute shader) will simply be unavailable with older hardware.
The device has been separated into a resource factory (for "create*") and a drawing context (for "set*" and "draw*" etc.). In addition, video memory management and windowing system interoperation is provided by a separate (but tightly integrated) component called DXGI.
You can create several "deferred" drawing contexts for several threads, and then join them at the main thread when you want to submit them to the device.
These are just the tip of the iceberg, but contain the most important changes in my opinion. If you know your way well with D3D9, a little practice will surely get you going with D3D11 as well - even though the API has been overhauled completely.
Edited by Nik02, 01 March 2013 - 12:54 PM.