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If you can kill their 2 drop with a firebolt then that's great.
Second, guards. Aggro wants to hit you, not make trades. So force those trades.
Third, prophecies. If you really want to stop aggro, run 3 shrieking harpies in your mage deck.
The more you can slow the fight down the better off you are.
Oh, and lastly, don't hit them. If you're playing control, don't break an aggro decks runes until you're ready to kill them.
You won't always win against aggro, but aggro has a horrible time against control usually. And aggro generally will also have a horrible time dealing exactly 1 damage. I've seen hard removal used on my 2 mana warded 2/1 buffed to 7/1 because of the +5 item last gaps item on her. I've seen it even used on a 5/4 buffed 1 mana creature, buffs that gave me card draw, and even card removal because 1 hard removal gone from enemy deck....
If you want more in-depth answers you should show us your deck ;) But generally don't despair, if your deck fails at control you need to fix your "front" a bit, the 0 to 4 mana is where you lose against aggro. In this range your control deck needs to be on-par with an aggro deck, later on you will have heavy hitters that aggro can only hard remove, and if they are not guards then that's a precious wasted hard removal.
It's also important to have a combo in your deck. Rush 0 mana (raid leader) + last gasp +5 dmg can end the enemy for 5 mana. Summoner + 0 mana creatures, extremely evil. Doppelgänger can be a total game changer if you have ancano out (that's 10 damage for 5 mana) etc.
You need to put HEAVY hitting combos in your deck. If you can deal 15 or more damage in 1 turn regardless of guards all the better. But obviously this can be luck dependent, the base deck of yours should be control setting up for the combo.