Paladin tanks? Do's and Don'ts
My experience so far with paladin's tanking is that it takes a bit of getting used to. the way they tank differs a bit from the way warriors tank (or druids for that matter, though i don't have alot of experience with them). I will list what you can do, what you can't do when there's a paladin tanking. also explain a bit about how they pull and everything else I can think off.
The first major difference is that paladins use mana to tank, where as warriors and druids use rage. This means that Paladins can go all out the moment the fight starts, where as the warriors/druids have to wait for their rage to build up before being able to do any massive threat skills (correct me if I'm wrong). This also means that paladins have to rest once in a while to get his/her mana to full and that a paladin without mana is a paladin who can't keep aggro very well. I find that I have to sit down every 3 or 4 pulls to get my mana up again. This all depends on how many mobs there are attacking the paladin at the same time. More mobs = more damage = more heals, and since paladins have a native ability called spiritual attunement, which gives the paladin 10% of the amount he gets healed for in mana, they will generally end up with alot more mana then when there's alot of cc (crowd control) going on.
Also, the more mobs do attacks! on the paladin (not damage) the more threat generation the paladin has, and the more damage mitigation he has. this is because of the two talents called reckoning (when hit has a 10% chance to get double attacks for the next 8 seconds (4 charges) and redoubt (when hit has a 10% chance to get +30% block chance).
If you have blessing of sanctuary on (which you should have in raids at all times) blocking attacks means 46 holy damage returned. which is 46+90% points worth of threat.
Because of the need of paladins to get attacked to be able to get alot of threat on the mobs, overaggro'ing is a big problem. Sure we have a taunt, but it's on a 15 second cooldown (13 if you've got 4 pieces of the dungeon 3 set). And our judgements usually don't do enough damage to take back the aggro (especially true for raid geared tankadins). This doesn't count for demons and undeads, since we have a few nifty spells to do some serious damage on them

(exorcism, holy wrath). Basically what you need to do is use any threat reducing skill you might have and/or stop everything for a moment. Untill you see the mob back on the paladin (which is probably what you should do with any tank anyway)
Crowd control:
Paladins, by nature, are not very crowd control friendly. If the mobs you're pulling aren't demons or undead, there's only one tool available for use, which is avenger's shield. This works a bit like the shaman chain lightning spell, you cast it on a target, and it jumps to 2 other targets in the area. The targets it jumps to, however, cannot be controlled. This is a rather big problem, because of the rogue's sap easily breaking =\ (I barely even take rogues with me, because of this)
Just don't cast avenger's shield then you say? Not an option either. Remember how I said it's hard for a paladin to overaggro people on mobs? This is really the skill to stop mobs from going after the healer the first time he heals anything. I currently deal about 600 holy damage non-crit on normal monsters. this is 600+90% = 1140 points worth of threat. would take a bit of healing to get more than that.
This part is for mages in particular, or basically any class with an in-combat cc (apart from banish). When you see yellow sort of.. lava cracks on the ground, it means that the paladin has cast a nifty spell called consecration. this deals holy damage to every mob every second standing inside the effect. It also means that any cc that is cast when consecration is up, is immediatly broken. I've seen mages waste alot of mana trying to sheep, just to see it broken after less than one second again. Again, WATCH OUT FOR THE YELLOW STUFF ON THE GROUND, AND DON'T CC IN IT.
AoE (area of effect) tanking
It might appear to you that consecration is just a pain in the ass and not usefull for anything. You couldn't be more wrong

.
Those people that have gone to shadow labyrinth with me have to agree, pallies kick ass in there. For those who have never been there I will explain. Right before the second boss, there's a series of pulls where you have to fight 4 or 5 elites at the same time. What you do with a warrior tanking is try to cc as much of them as possible, and take them down one by one. Not only is this very mana intensive, but very dangerous. what if a cc breaks before it's supposed to? or gets resisted? The warrior will have a hard time try to hold aggro on all the mobs, but a paladin will not! What you do with paladins tanking is maybe cc one of the mobs that are there, if the healer can't keep up with the damage. pull everything, spam consecration, and let the mages/warlocks/hunters/whatever go happy casting any aoe spell they like. while not even getting close to being attacked. (unless you heavily outgear the tank, but you'd have a problem with single targets as well anyway). Needless to say this is one of the great benefits a pally brings to the group.
How to heal tankadins
Not much to be said about this. except for trying to keep his health up as much as possible, so he won't have to worry about his mana

(Some healers tend to wait till the tank is at 30% health and then throw out big heals). Paladins out of mana are no good.
Main differences between all three tanks
Druids - High hp and armor, high dodge. great for bosses/monsters (onyxia) who reset aggro alot.
Warriors - HP a bit higher than paladins, armor about the same. great for caster bosses and hard slow hitting bosses.
Paladins - lowest HP of the three, armor the same as warrior, great protection against crushing blows. Great for fast hitting bosses, and holding aggro on alot of mobs at the same time.
Out of these three, warriors have the least threat generation (don't argue, it's true) Paladins have the hardest time to overcome other peoples threat, and druids can't really protect themselves from crushing blows. against demons and undead paladin have the best threat generation hands down.
Other notes
Don't ever argue over what buffs you should get. Pallies know best
