this book: http://d3dcoder.net/d3d11.htm and working your way through the examples
Luna's book is an excellent resource. Note, however, that his projects are based on the (deprecated) DX SDK (June 2010). It's certainly a private choice, but, IMHO, a D3D11 beginner may as well just use the Windows SDK, perhaps using the book as a reference. Luna's projects were created with VS2010, and they don't necessary upgrade well to later versions of VS.
Using the Effect Framework: http://blogs.msdn.com/b/chuckw/archive/2012/10/24/effects-for-direct3d-11-update.aspx, almost all chapters in the book can be compiled and run on the newest SDKs. Luna also has samples for creating windows store apps and using shaders without the effect framework on his web site, here: http://www.d3dcoder.net/resources.htm
I suggested the book because it covers a lot of the essential math topics needed for graphics programming, regardless of APIs and SDK versions.