The latter method has two drawbacks: one, everyone gets to see one of the cards missing from the deal, and two, no-trumps rounds are impossible (unless you agree that, for example, a picture card in any suit means no trumps). Trumps are decided either by a predetermined list (hearts, diamonds, clubs, spades, then no trumps) or by turning up the top card of the remaining pile. The player of the highest card (or trump) wins the trick. Play proceeds as in whist: the player to dealer's left leads, and the next player follows suit or, if they can't, throws away a card, or lays a trump.
Deal an equal number of cards to each player - sometimes 12 but usually seven to start.