Unless you are basically doing a 2D application, you don't want to manually sort your primitives, you'll want to use a depth buffer
(z-buffer). An OpenGL ES 1.1 turial on the topic is here, this stuff isn't any different in ES 2.0.
Make sure to google for some help getting the depth buffer setup on your specific platform, the color / depth buffer setup is different in iOS/Android/GLUT/etc.