As of this writing and from what I know, I don’t think there’s such a thing as a “one topology to rule them all,” and you won’t know how good a topology is until you start to get into deformation of the mesh (animating it). Not to mention that all modellers are different in their approach and each mesh has a unique flow or structure to it. However, there is a general guidelines that all modellers follow, such as the mouth and eyes areas and so on. If we get the part for the mouth and eyes setup correctly then the rest will slowly fall into their proper places as you try to piece them together. How you go about piecing them together will be different from how others go about it.
One of the reasons why I’m currently experimenting with creature’s heads is because it’s uncommon to see people post topology overview for monster’s heads. So I want to train myself to see topology overview for a varieties of models (human, monsters, creatures etc…). Right now I’m just guessing and learning as I go.
Digital modelling is both creative and technical but don’t let that turn you off!