Cant rotate?!

Im sorry for the noob question but im trying to get into programing. i have this simple movement code
using UnityEngine;
using System.Collections;

public class PlayerMove : MonoBehaviour {

public float moveSpeed;

// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {
	if (Input.GetAxisRaw ("Horizontal") > 0.5f || Input.GetAxisRaw ("Horizontal") < -0.5f)
	{
		transform.Translate (new Vector3 (Input.GetAxisRaw ("Horizontal") * moveSpeed * Time.deltaTime, 0f, 0f));
	}
}

}

but i need to rotate my character when i move ir in the respective direccion. ive search in internet i doesnt seems to work for me, any solution?

Add the World.Space argument to the Translate parameters.

transform.Translate (new Vector3 (Input.GetAxisRaw ("Horizontal") * moveSpeed * Time.deltaTime, 0f, 0f), Space.World);
transform.LookAt( transform.position + new Vector3(Input.GetAxisRaw ("Horizontal"), 0f, 0f));

For the rotation, you can either use the LookAt function, which might be easier to understand for beginners, or you can use a Quaternion as demonstrated below:

transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles.x, 
			                          Input.GetAxisRaw ("Horizontal") * 90f,
			                          transform.rotation.eulerAngles.z );

public float moveSpeed = 10f;
public float turnSpeed = 50f;

	void Update ()
	{
		if(Input.GetKey(KeyCode.UpArrow))
			transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime);

		if(Input.GetKey(KeyCode.DownArrow))
			transform.Translate(-Vector3.forward * moveSpeed * Time.deltaTime);

		if(Input.GetKey(KeyCode.LeftArrow))
			transform.Rotate(Vector3.up, -turnSpeed * Time.deltaTime);

		if(Input.GetKey(KeyCode.RightArrow))
			transform.Rotate(Vector3.up, turnSpeed * Time.deltaTime);

		if(Input.GetKey(KeyCode.W))
			transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime);

		if(Input.GetKey(KeyCode.S))
			transform.Translate(-Vector3.forward * moveSpeed * Time.deltaTime);

		if(Input.GetKey(KeyCode.A))
			transform.Rotate(Vector3.up, -turnSpeed * Time.deltaTime);

		if(Input.GetKey(KeyCode.D))
			transform.Rotate(Vector3.up, turnSpeed * Time.deltaTime);
	}

This code works really well