Official Guidelines, eh?
Microsoft offers Class Library Guidelines on MSDN. Now, naturally an XNA game is not a Class Library so not everything will apply nor will it all be good advice for a game but you can still salvage some good programming design from the pages and it includes very simple explanations for why they recommend what they do. There are even "bad code" examples of what not to write which should be true in just about any application.
If that's not enough, you can download FxCop which is a tool that analyzes your source code and flags any Microsoft Guideline violations. And this little app works hard, it'll catch pretty much any violation that can possibly be detected by a computer. Again, not every violation applies to XNA (who cares that your game won't compile in Visual BASIC?) and some guidelines ought to be relaxed a bit (public property getters on private fields in high-performance code?), and it may be noisy, but it won't steer you off track.
Really the key is to take established guidelines about the way the .Net Framework works and temper that against the Compact Framework for Xbox360 to form a complete picture about what guidelines to follow.