A translation matrix looks like:
| 1 0 0 tx | | 0 1 0 ty | | 0 0 1 tz | | 0 0 0 1 |
e.g. translating by (-1, 0, 3) is
| 1 0 0 -1 | | x | | 0 1 0 0 | * | y | | 0 0 1 3 | | z | | 0 0 0 1 | | 1 |
The matrices for translation, rotation, scaling, and projections are all described in Appendix F of the OpenGL book.