So I assume it would be smarter just to load up G.E.C.K, my fallout3.esm, then delete everything out of it I don't need, and save that as an .esp?
That way my .esm stays the same and the new .esp file only has what I need?
I think you're misunderstanding how it works slightly.
There are two kinds of files that the engine takes: Master (named .esm) and Plugin (.esp).
Plugin files are made in the geck, and when you edit an esm, it saves ONLY what you change into a plugin file.
So, say there are three related items in a master file. A house, a gun in the house and the ammo for the gun.
If you change the gun's statistics, then save your file, the plugin contains only one item: the new gun, the ammo and the house are left in the master file, untouched. For that matter so is the original gun, because you can't edit the master file directly any changes are saved into a plugin file that temporarily overwrites the base game at runtime without permanently changing anything.
Imagine a mod as an overlay, it contains information that temporarily is used in place of or in addition to data in the base game master file.