If you want to do an RPG without intense programming involved, get RPG Maker VX. It will make things easy, but even though the system is very robust, it will only allow for so much customization of art style and such. Also, it has a front-view battle system; if you want a side view, you'll have to use RPG Maker XP (the older version). In both of these, cutscenes (assuming it's just the sprites walking around and saying things) are easy to make. In any case, really, it's just a matter of triggering forced events with your character models/sprites; I can't imagine it would be all that difficult in any case, unless you tried making pre-rendered cutscenes.
As for learning on an RPG, I just put together a group that's working on an RPG specifically inspired by and similar to the old SNES games like Final Fantasy VI. And let me tell you, it's a huge project. It's going great so far (still just in the planning stages), but it's going to take a lot of time, effort, and work. RPGs are somewhat simple in their basic nature, but they also demand more content than most other genres, and balancing and such can take a long, long time.
A first-person shooter would probably be the easiest to make if you have the right tools, but otherwise it would be very tough. Action-adventure would probably be really, really difficult. A point and click adventure game would probably be pretty simple, from what I understand.
Keep in mind, you will not be able to make a game of the same technical prowess as the mainstream games. Focus on innovation (think up at least one original gameplay mechanic that will be central to the gameplay, or at least do enough small peripheral things to differentiate the game), and give it great artistic value (story, soundtrack, voice acting, etc.). You can't technically accomplish what big studios can, so work on surpassing them artistically. Don't assume that good gameplay is enough; think of things that are different, ways you can make your game stand out. You want something special there that people will mention when recommending it; make it so they bring up a particular feature or innovation when talking about the game.
Mainly, give it a goal. Think of one thing you want to accomplish, and focus on that. If it's a good story, make sure to focus on the writing, acting, and how to integrate story with gameplay. If it's innovation, focus on finding gameplay mechanics that haven't been done before, and will play a huge role in how the game plays. In my case, the purpose of my game is nostalgia, so I am trying to make it reminiscent of the SNES RPGs while also having a great story and original gameplay mechanics. Once you find your goal, design every aspect of your game toward it.
And finally, look up advice online. There are some great articles out there about indie gaming; look them up and see what advice they hold. Study what makes a game good, from both a gameplay and an artistic standpoint, and figure out how those two elements fit together. Read Yahtzee's Extra Punctuation, watch Extra Credits, and look up similar things elsewhere on the internet and on The Escapist. And make sure you're doing it because you love games and want to be part of the creative process, not because you want fame or fortune. And you'll be good to go.