This is a gold mine: http://mercury.sexy/hg_sdf/
Beyond that - just going through everything you can find on Shadertoy line by line.
E.g I’m not super comfortable creating my own sdfs that aren’t just a combination of the geometries from hg.
Leaving aside complex fractals - isn't it all about combining simple primitives? It's a bit like saying "I understand the basic chords but how do I write a song?"
The basic ingredients are shapes and domain transforms of various kinds. The rest is artistry.
If you're more interested in signed distance fields outside of the shadertoy\demo scene use cases there are a lot of interesting resources out there written by people using them in more complex contexts. Alex Evans (Media Molecule) Dreams talk is awesome. You can see the talk here (https://www.youtube.com/watch?v=u9KNtnCZDMI) and read the slides here (http://advances.realtimerendering.com/s2015/AlexEvans_SIGGRA...).
https://www.gdcvault.com/play/1015455/Advanced-Procedural-Re... covers how to generate meshes. With modern hardware with ballot\shuffle there are probably more efficient ways to do this in a compute shader now, but the talk is still good.
Epic games siggraph presentation (http://advances.realtimerendering.com/s2015/DynamicOcclusion...) is a good explanation of how UE4 uses signed distance fields for ambient occlusion and shadows.
Q-Games presentation (http://fumufumu.q-games.com/archives/TheTechnologyOfTomorrow...) on how the now defunct Game Tomorrow Children uses signed distance fields for dynamic world space reflections.
Voxel Quest (http://www.voxelquest.com/), a "failed" kickstarter project, has some good write ups of how he's built the engine over the years as well as source code.
Unbound.io gave a talk at GTC 2017 (http://on-demand.gputechconf.com/gtc/2017/presentation/s7777...) that goes into some detail on their signed distance field VR sculpting app.
There are of course more resources than that, and just browsing shader toy and reading people's shaders can give you a ton of knowledge, but that's the short list of resources that I've found enlightening over the years.
Live, in french
My favorite: http://acko.net/blog/animate-your-way-to-glory/
(Also, after the first few slides in the animation, there are some pretty cool animations).
I don't have much more to add unfortunately. Love the approach.
It's a pet peeve of mine for people to suggest blurring as a "fix" to aliasing problems. Hacks are fine for one-offs, but I love how this clearly shows it's a sampling problem and what tools can do to address it.