The strategy really depends on the specifics of your jump drive, and more importantly your jump points. If they are known and in "fixed" locations, then the obvious strategy is to defend the crap out of them with the equivalent of fixed defenses; minefields, fortresses, whatever is needed.
Can multiple ships come through at once? Then you're looking at beachhead battles, throwing as much as you can through a jump trying to gain a foothold in the system. If, on the other hand, only one ship (or very few) can come through at a time, then large-scale invasions become impractical against industrialized or heavily defended systems. You run into a classic mountain pass defense; it doesn't matter how big your space fleet is if they can only come through one at a time. The defenders have a huge advantage. The Grand Strategy would focus on Cold War style operations: covert actions, political influence. You either want them to voluntarily come on your side or to weaken themselves so much internally that they can't adequately defend the jump points. However, as the invader once you've got control of the jump points, now you own the system. Hell, you might not even bother with an occupation if the system is primarily meant as a waypoint to other systems. Who cares what government they're running on the planet so long as they're smart enough not to provoke you?
The overall strategy is an all-or-nothing. There's no point holding anything back, on attack or defense. You either control the jump point or you don't. There's no point keeping reserve fleet back to defend the planet. This is especially true if the jump points form a network, so there are only certain routes of getting from one system to another. The fleet at Earth isn't doing any good if the enemy has to first take Wolf 359 in order to make it to Sol; better it be out there at Wolf 359 to stop the enemy there.
If, on the other hand, jump points are limited by distance from the center of mass of the system, which is also common, but could otherwise appear anywhere, and it takes time to putter around in-system, then defensive strategy will have mobile fleets close to home. They won't stop someone from entering, because they can't defend a full sphere and distance/velocity limitations means the squadrons out at the jump sphere are going to be useless if the enemy appears on the other side. The best bet in that case is to watch them come in (because you have plenty of time) and move to intercept. In that case, you're looking at more of a World War Two style strategy from the viewpoint of the Axis: you know an amphibious invasion is coming, and given the enemy control of the seas they can pick when and where, so you sit tight and wait for them to come to you.
Of course, that works two ways: the invaders could find themselves trapped or outmaneuvered because they can't stop reinforcements from coming in behind them, or having the defenders send ships back to hit your own system.
The strategy then, would be to ensure you have reserves staying at home while you're out trying to conquer the galaxy.
So, again, it comes down the specifics of how your FTL drive works.
Also, second the recommendation for The Lost Fleet series.