The exact set up completely depends on which tank you're playing. They can vary, a lot. But the useful pool of runes for tank champions is:
Quints: Percent Movement Speed is usually your best bet. 4.5% MS is awesome on a tank, especially when you're not pressed to stack AD or AP.
Reds: Flat AD, Flat Hybrid Pen, or Flat Attack Speed. AD is good for most champions, for farming and trading. H-Pen is good for magic-damage champions (like Amumu or Sejuani) who need a bit of base damage (stay away from pure magic pen, though. It is quite shitty). AS is a very viable option for jungling, allowing you to get through your first clear if you're not a caster jungler.
Yellows: Scaling HP or Flat Armor. Scaling HP runes are the ultimate mid and late game tanking runes. They provide you with HP that allows you to build great but HP-lacking items like Banshee's Veil, Iceborn Gauntlet or Frozen Heart (or even offensive items) without feeling like you're behind. Stay away from the other HP runes, they are noobtraps. Armor is great if you are jungling and struggling with your first few clears, as they allow you to survive, start ganking very early, and farm well through the early game.
Blues: Scaling MR or Scaling CDR. Some people like to run a mix of both. Scaling MR is great since you will have competitive MR as soon as you start the mid-game, and scaling MR + Mercury's Treads = enough MR that you can build two heavy armor items and still survive the enemy mage (if they only have one, or two that aren't fed). Scaling CDR is great for spamming those precious base damage abilities, CC, and shields, not to mention you can teamfight with ult more often.