Your intuition of setting the two equations equal is correct and that is how you solve for the intersection. I'll provide a full explanation, with code examples.
A common way of representing a plane $\mathbf{P}$ is in point-normal form, $\mathbf{\vec{n}} \cdot (X-Y)=0$, where $\mathbf{\vec{n}}$ is the plane normal and both $X$ and $Y$ are points that lie in the plane. This can be rewritten into constant-normal form by distributing the dot product and rearranging terms to obtain: $\mathbf{\vec{n}} \cdot X = d$, where $d = \mathbf{\vec{n}} \cdot Y$ which is equal to the distance from the origin when $\mathbf{\vec{n}}$ is unit-length. Below is a simple data structure that you might use to represent a plane, and the signature of a constructor that will compute the plane from three points in $\mathbb{R^3}$. Implementation is left as an exercise to the reader ;).
struct Plane {
Vector3 n; // normal
float d; // distance from origin
Plane(); // default constructor
Plane(Vector3 a, Vector3 b, Vector3 c); // plane from 3 points
Vector3 intersectLine(Vector3 a, Vector3 b); // we'll get to this later
};
Given two points, $A$ and $B$, a line can be represented parametrically by adding to one point the vector formed by the two points, scaled by a parameter $t$. In symbols, $L(t) = A + t(B-A)$. Using your intuition, we insert this equation (whose output is a point), into $X$ in the constant-normal plane representation: $\mathbf{\vec{n}} \cdot [A + t(B-A)] = d$. We want to know how many copies of $(B-A)$ we need to add to $A$ to get to a point that lies within the plane, in other words we want to solve for $t$. Doing some fancy algebra, we obtain: $t = \frac{d-\mathbf{\vec{n}} \cdot A}{\mathbf{\vec{n}} \cdot (B-A)}$. We can (finally) stick this expression for $t$ back into the equation for our line to obtain: $I = A+\frac{d - (\mathbf{\vec{n}} \cdot A)}{\mathbf{\vec{n}} \cdot (B-A)}(B-A).$
Armed with this equation, we can now implement a nice function that will tell what we want to know:
Vector3 Plane::intersectLine(Vector3 a, Vector3 b) {
Vector3 ba = b-a;
float nDotA = Vector3::dotProduct(n, a);
float nDotBA = Vector3::dotProduct(n, ba);
return a + (((d - nDotA)/nDotBA) * ba);
}
Hopefully this works for you, and hopefully I didn't fudge any of the details! If you plan to be doing a lot of this sort of geometric computing it's worthwhile to pick up Christer Ericson's Real-time Collision Detection, which is an excellent reference source for this sort of thing. Alternatively, you could snag some already-constructed classes from something like OGRE3D, if you're not particularly interested in creating your own.
You are absolutely correct that there will be infinitely-many planes through the line of intersection $U$ of the two given planes. However, given any line $V$ that isn't parallel to $U$, there is only one plane through $U$ parallel to $V$. In particular, the normal vector of that plane is necessarily orthogonal to the direction vectors of both $U$ and $V$. (I discuss this more in this related post.)
For brevity's sake, let's describe the two lines with vector equations. In particular, the line of intersection $U$ is comprised of all points $\langle x,y,z\rangle$ such that $x=7-3y$ and $z=5y-6.$ That is, $U$ can be characterized as the set of all points of the form $$\langle x,y,z\rangle=\langle 7-3s,s,5s-6\rangle=\langle7,0,-6\rangle+s\langle-3,1,5\rangle$$ for some real $s$.
Let $V$ be the other line, so by our above work, if $\langle x,y,z\rangle$ lies on $V,$ then $\frac{x-3}1=\frac{z-2}1$ (so $x=z+1$) and $\frac{y-1}2=\frac{z-2}1$ (which implies that $y=2z-3$). Hence, the points of $V$ are those of the form $$\langle x,y,z\rangle=\langle t+1,2t-3,t\rangle=\langle1,-3,0\rangle+t\langle1,2,1\rangle$$ for some real $t$.
Now, the normal vector to our plane should be orthogonal to both $\langle-3,1,5\rangle$ and $\langle1,2,1\rangle,$ so a convenient choice is the cross-product $$\langle a,b,c\rangle=\langle-3,1,5\rangle\times\langle1,2,1\rangle=\langle-9,8,-7\rangle.$$ Now we can choose any point $\langle x',y',z'\rangle$ on $U$--for simplicity, say $\langle x',y',z'\rangle=\langle7,0,-6\rangle$--and we have our plane equation $$-9(x-7)+8(y-0)-7(z+6)=0.$$
Best Answer
If we set $P(-1,+3,-2)$, $Q(0,7,-7)$ and $\vec{v}(-3,2,1)$ is the leading vector of the line(the expression multiplied by a parameter to form the locus for a line), so you can find the normal vector to the plane as follows: $$\vec{PQ}\times\vec{v}=\begin{vmatrix} i & j & k\\ -1 & -4 & 5\\ -3 &2 &1 \end{vmatrix}=-14i-14k-14j$$ So the equation of the plane would be: $$\mathscr{P}:-14(x-0)-14(y-7)-14(z+7)=0$$