Having done some lovely test runs for RQ at Gamehole for almost entirely new players, here’s some observations:
RQ combat is actually quite straightforward once you conceptualise Strike Ranks as the initiative system. One action plus half-MOV (so cast a spell, shoot a missile, attack in melee) or full MOV. And that’s it.
Focus on Rune magic and spirit magic. Drop sorcery when you start, and don’t start with Lunar characters. Don’t try to add another major subsystem for the players when you start up.
Lean into archetypes for the gods and cults. Keep with easy list – for players we have the Storm King, Earth Goddess, Storm Bull, God of Death and War, Talking God, Knowing God, Light God, and Axe Maiden. The Sun God dies at the hand of the Storm King and is reborn every dawn as part of the setting. Introduce the Red Goddess and Chaos as adversaries.
The rest of the setting is pretty easy. Show off dark trolls, elves, dwarves, dragonewts, and broo as early as you can.
Let folk play a duck.
As a corollary to this, things I NEVER bring up in games at conventions, especially for new players:
Elmal.
Anything associated with GRoY, TFS, Entekosiad, Heortling History, or other deep background.