Plains of Snow - 10 Oclock
No matter where you place your Town Hall in this position, your peons will appear from the Hall after returning gold, in the same poping order that applies to newly built units. And no matter where you build your Hall, the peons will appear from the right side of the gold mine, and continue around counter-clockwise if that position is blocked. This means that building your Hall low will cause you to walk much further to mine gold. Just avoid this altogether. This leaves you with 3 decent options. Two, three, or four squares off of the top of trees. Picture 1, shows you the Hall 4 spaces off of the top trees, and picture 2 is 3 squares. I've showed you how far the peons have to walk from popping positions 1 and 2 from the hall. The Hall that is 3 spaces off of the trees, keeps a faster gold flow because the first 2 positions both only require 3 steps to the gold mine. A Hall that is only 2 spaces off of these trees, will have the first 3 peon-appearing spots that are only 3 steps from the gold mine. The drawback is your mine will become more crowded when you get a larger amount of peons mining. Try to avoid 2 squares off these trees if you can. Three and four (as in the pictures) seem to work the best. Notice that in the second picture, one of my peons was forced to the back of the gold mine, because 2 peons carrying gold, blocked the only 2 available spots on the right side of the mine.
On the left is a good setup for a rush. This is superior to other wallins because you can repair your barracks, as well as get peons outside if you need to tower someone. Another advantage is that you can switch from a rush, to a power at any time. The second picture shows how I sent all my grunts out to attack, and quickly walled in a catapult. You can throw off enemies with this and make them sit back building up a huge amount of grunts while you are goind keep. This setup also keeps you with an adequate amount of building room. Notice that you cannot defend your wallin with just 1 cannon tower, so I would not recommend this if you are expecting to be outrushed without planning ahead for a catapult.
Another option is to move completely. It is not a far walk to the spot below you, which is a much better position than your original. You will be a little behind from moving, but at least you can rush without the fear of having no lumber. You can also 3 or 4 farm mill and get a wallin and defense setup pretty quick. I think moving to the spot below you gives you a better chance to win. Notice how my peon chopping at the top, forced my peon to pop out an extra space from the Town Hall. That is 5 spaces to walk instead of 3!
If an enemy happens to be there, you are really in some trouble. What you should try, is to build your Town Hall to the right of his (hopefully out of range). Don't build a farm. As soon as the hall is done, go attack his peon. If he didn't see you and built the farm, you will win the game. Win or lose the peon war, you have more resources left over from not building that farm. A Town Hall does give you 1 food, so you have enough resources for 2 more peons, while he only has enough for one. A cheap win, but it is a win.