As noted, I have recently introduced the game to a group of new players. Having done that, I have some thoughts about how to proceed:
- We Learn by Doing: The first and most basic thing is that it's generally a good idea to get new players actually playing as quickly as possible. So give them pre-gen characters to use, give an overview of some real basics, and then get on with the game!
- Bite-sized Pieces: One of the consequences of the one-hour format is that time is at a real premium. That being the case, I definitely didn't want to spend an hour going through lots of rules details! Therefore, at the start of each of the first few sessions I quickly introduced some aspect of the rules, and then we went on with the game. To date, we've had five sessions, so the topics covered have been:
- The types of dice. Basics of the character sheet (ability scores, attack bonuses, skill bonuses)
- The three types of rolls (attack rolls, saving throws, attribute checks). More on the character sheet (class and race abilities, mostly)
- Combat actions. The last of the character sheet (traits, background, alignment)
- Spellcasting
- Levelling up
- Simplify, then elaborate: Starting out, nobody will have a really good idea of how things work. As far as possible, it's a good idea to abstract this out. You can then add more detail later. (My particular example would be spellcasting, where in the first session the Wizard was allowed to just cast any of his spells. The next session I added the "X per day" limit, and then in session four we introduced spell preparation.)
- Do Something New Every Time: Ideally, every session should introduce something new to the game, until you're confident you've covered everything. So start with a basic combat against goblins, then add a bit of interaction, then add a bit of exploration, then a boss battle, then level up, and then open things out to be more player-driven...
- And don't sweat it: Bear in mind that new players mostly just want to have fun, so don't worry too much about doing it 'right'! That may mean simplifying some rules for speed, it may mean letting them do something cool that their character normally couldn't, or it may just mean not worrying about how you present things. The key, after all, is just to have fun.
Of course, those are just the things that happen to have worked for me, this time. Next time might be different, and they may not work for you at all!