For 2D rendering, you can think of the projection matrix as a canvas, and movelview as the position of your text. You want to adjust the orthogonal projection as follows:
glOrtho (0.0F, windowWidth, 0.0F, windowHeight, -1.0F, 1.0F);
With this projection, each unit means one pixel (glTranslate2f (120.0, 100.0) will position your text in the pixel (120, 100). This projection displays (0,0) in the lower left corner of the screen. You want to display it in the upper left corner, which you can do:
glOrtho (0.0F, windowWidth, windowHeight, 0.0F, -1.0F, 1.0F);
As rendering text by default does not support OpenGL, it means you need to create a font renderer library or use an existing one. Before doing this, you need to keep in mind your text rendering needs: Is it flat or 3D? It will be static or transformed (scaled, rotated), etc.
Here you can find an overview of opengl rendering methods with pros and cons and libs: http://www.opengl.org/archives/resources/features/fontsurvey/
I started using FTGL to render the TTF font, but lib destroyed my game. So I decided to implement my own font library and went with texture fonts that are no better than TTF, but that was good for my needs.
I used this program: http://www.angelcode.com/products/bmfont/ It takes a TTF font and exports a texture and file descriptor containing each position, size and indentation in each texture that you will use for rendering.
Hope this helps.