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I'll add my thoughts without reading all of the previous posts. Sorry if there is some redundancy here.
One of the best roleplayers I've ever gamed with would develop a character based on a single strong trait. Everything that character did was determined by how someone with that trait would act in any particular situation. The characters were memorable and consistent. For instance, one character was "real mad." They guy was always angry to some extent, from merely grumbling to all out attacks. Another character was always happy, even when the situation sucked. You get the idea.
Another method to develop a character is to use the method many writers use, that of goal-motivation-conflict, or GMC. The goal is what the character wants, the motivation being why he wants it and the conflict being the obstacle in his way. Every character in a story has a GMC, both internal and external. For game purposes the external GMC will largely be dictated by the GM and the adventure. Internal GMC is something most GMs are happy to work with you on, especially if you're using APs and have traits to back it up.
You can also try characterization through the "job interview" method. Look up some common job interview questions on the internet and answer them in the manner that the character would. Keep the list handy and review it before each session.
All of these ideas are how to chreate a character, but not necessarily how to roleplay one. Roleplaying is largely a matter of style. Some groups prefer that players speak in character all the time, while others never do. The groups I play in generally speak in character occasionally, mostly for humor. Each group and individual will have a comfort level. Just find yours.
I agree with the poster who said that it is often best to state what your character says or does out of character. After all, as much as I would like to have a 20 Charisma, I'm not nearly such a smooth operator. A character with a 20 Cha will say things far more convincingly and appropriately than I ever could. The same goes for a charcter with a very high Intelligence or Wisdom score. I may be smarter than your pet rock, but I don't measure up to the knowledge of a Wizard with 12 ranks in Spellcraft and three other Knowledge skills. This same example can be applied to very low ability scores as well. Not many people are that gimped as to have a 7 Cha. Tell the GM the message you want to get across and let the die rolls determine how well you did it. Of course, that's just my view. I've played with others who allow 1st level 10 Int and 10 Cha characters to know and act in ways far beyond the characters ability simply because the player could speak well and think up things to say quickly. You'll have to determine what works best for you and your group.