Rotating character while walking

Im having a little problem making my character rotate.
At the moment he only faces forward but i want him to face forward when ever i press left and right because i want him to turn and firing at enemies.

This is the code im using at the moment:

using UnityEngine;
using System.Collections;

public class Runner : MonoBehaviour 
{
    enum playerState { SHOOT };
    playerState currentState;

    public GameObject laser;
    public GameObject shootSpwn;

    private float fireRate = 0.2f;
    private float nextFire = 0.0f;
    private float initialLaserSpeed = 20f;

    public static float distanceTraveled;

    private bool isGrounded = false;

    public float gameOver_Y;

    private Vector3 startPosition; // variable to hold players starting position.


    // START/ UPDATE
    //----------------------------------------------------------------------------------------------------------------------
	// Use this for initialization
	void Start ()
    {
        // hide player when start screen is up.
        GameEventManager.GameStart += GameStart;
        GameEventManager.GameOver += GameOver;

        startPosition = transform.localPosition;
	}
	
	// Update is called once per frame
	void Update ()
    {
        rigidbody.velocity = new Vector3(0, rigidbody.velocity.y, 0); // Set X and Z velocity to 0.

        GUIManager.SetDistance(distanceTraveled); // distance counter.

        inputControl();
        playerDistance();
        GameOver_Trigger();
	}


    // INPUT
    //----------------------------------------------------------------------------------------------------------------------
    void inputControl()
    {
        // instruct the player(Runner object), to move.
        if (Input.GetKey(KeyCode.D)) // Right
        {
            transform.Translate(15f * Time.deltaTime, 0f, 0f);
        }

        if (Input.GetKey(KeyCode.A)) // Left
        {
            transform.Translate(-15f * Time.deltaTime, 0f, 0f);
        }

        if (Input.GetKey(KeyCode.Space)  isGrounded)
        {
            Jump();
        }

        if(Input.GetMouseButtonDown(0)  Time.time > nextFire) // mouse input -> left click (0), right click (1)
        {
            nextFire = Time.time + fireRate;

            GameObject cloneLaser = Instantiate(laser, shootSpwn.transform.position, shootSpwn.transform.rotation) as GameObject;

            cloneLaser.rigidbody.velocity = transform.TransformDirection(Vector3.right * initialLaserSpeed);
        }
    }


    // PLAYER DISTANCE
    //----------------------------------------------------------------------------------------------------------------------
    private void playerDistance()
    {
        distanceTraveled = transform.localPosition.x; // Checks the distance traveled by the player.
    }


    // FIXED UPDATE
    //----------------------------------------------------------------------------------------------------------------------
    void FixedUpdate()
    {
        isGrounded = Physics.Raycast(transform.position, -Vector3.up, 1.0f);
    }

    
    // JUMP
    //----------------------------------------------------------------------------------------------------------------------
    void Jump()
    {
        if (!isGrounded)
        {
            return;
        }

        isGrounded = false;

        rigidbody.velocity = new Vector3(0, 0, 0);
        rigidbody.AddForce(new Vector3(0, 250, 0), ForceMode.Force); // (0, 700, 0)
    }


    // GAME_STATES
    //----------------------------------------------------------------------------------------------------------------------
    void GameOver_Trigger()
    {
        if (transform.localPosition.y < gameOver_Y)
        {
            GameEventManager.TriggerGameOver();
        }
    }

    private void GameStart()
    {
        distanceTraveled = 0f;

        GUIManager.SetDistance(distanceTraveled);

        transform.localPosition = startPosition;

        rigidbody.isKinematic = false;

        gameObject.active = true;

        enabled = true;
    }

    private void GameOver()
    {
        rigidbody.isKinematic = true; // freeze player when in "GameOver" state.

        enabled = false;
    }
}

Can anyone help me or give me some advice?

transform.Rotate();