Be prepared, but don't prepare too much.
This is a broad question, but you can find a lot of excellent advice on starting a campaign in the Dungeon Master's Guide. Technically, you can run a campaign without this book, but it's strongly recommended.
My personal advice, however, would be don't create more than you need for the next session, and be prepared to invent on-the-fly.
A lot of D&D web series really give the impression that the DM has their entire world and story planned out ahead of time. Here's a DM secret: they don't. DMing is less like writing a novel, and more like the scene in Wallace and Gromit where he's continuously placing new railway track just quickly enough to keep up with the train.
When you do create background for your world, focus on the things the players will encounter. A mistake I've made is to spend hours on obscure details of world history that the players will never see.
D&D 4th edition's Dungeon Master's Guide didn't even give a campaign setting, but only created a vaguely defined starting area, the Nentir Vale, and gave DMs the opportunity to add new content as and when they needed it.
The D&D 3.5 Dungeon Master's Guide has some great advice as well. In particular:
Start small. Set the first adventure in whatever locale you desire, give the players the information they need for that adventure, and let them know just a little about the surrounding area. Later, you can expand on this information, or the PCs can explore and find out more firsthand. With each successive playing session, give the players a little more information about the campaign setting. Slowly, it will blossom before them into what seems to be a real world.
Another piece of advice from the 3.5 DMG is the "Inside Out" approach of worldbuilding: start with a small area, even just a single village with a dungeon nearby, and only expand as needed. Decide the community who lives there, have enough combat or adventure for the next session or two at any given time, and expand on it later depending which direction the PCs go. The advantage here is that you save a lot of effort, but if you plan more
I also recommend you have at least a few NPCs to draw upon whenever you need an non-combat encounter: a big list of names, some with details of description for the PCs to remember them by, and some defining personality traits. You don't need full stats unless they're going to fight. There is a phenomenon where NPCs invented on-the-fly tend to mysteriously share the DM's own personality, and all end up rather predictable, so you need a little NPC planning at least. There are some tables you can roll on in the Dungeon Master's Guide for this sort of thing.
I also recommend Matt Colville's Running the Game series on Youtube, if you haven't already. Check out also the Donjon RPG tools for some convenient random generators.