There is no real camera in OpenGL. Even glRotate, glTranslate are all matrix multiplications. If you end up using too many these calls you may speed up program alot if you have own camera-matrix variable. Position/rotate it when needed and apply it to OpenGL with glMultMatrix.

But for sure first is best to practise with those default functions.

Edit: Also, this own matrix is the only way to make a camera to a space simulator or anything requiring free rotation.

What more should i add to this, is that you don't need separate vectors or angles stored anywhere anymore. 1 single matrix contains rotation and position as 4 vectors in itself.

This is how opengl.org described it:
As far as OpenGL is concerned, there is no camera. More specifically, the camera is always located at the eye space coordinate (0., 0., 0.). To give the appearance of moving the camera, your OpenGL application must move the scene with the inverse of the camera transformation.