Hi!
First, when you advertise the game, you need to take into account what kind of gamer they are: War gamers? RPG fans? Rogue lords? Simulation addicts? Dwarf Fortress can appeal to all those types due to different aspects, so pointing out the stories and events we have encountered in that field should be focused on BUT you should also put it into perspective (for instance, the war aspect is actually a tad weaker than the simulation aspect in fortress mode).
Second, definitely go for 31.06. The possibilities to get additional information is something that should help them a lot.
Third, I will keep a low profile about the graphics debate but point out that depending on the personality, ASCII may also be an option.
Fourth, give them detailed instructions about the init files. Also, for their very first fortress, I really recommend
INVADER:NO for the beginning so they have enough time to learn the ropes before they get disrupted by the goblins (you can always turn it on later).
Likewise, you may also delay strange moods, but I guess that is not a main concern.
Also, have seasonal saves, autobackup, pause on save, initial save, pause on load ALL activated. These are all things that will come in handy far too soon for most players.
Fifth, give them a pre-genned world and tell them how to install it. Make sure to increase the required population number for megabeasts, increase the distance between the first cavern layer and the surface a little bit to give them room for digging before breaching the caverns, AND, most importantly, increase the embark points to about 4,000 or 5,000!
Sixth, tell them to first look at legend mode to get a feel for the world. Also have them export the world map and look at it in a graphics program. Looking at the site and history information may also help get a feeling.
Seventh, have them pick their first fortress in a forest with heavy vegetation and no aquifer in a cold temperate climate. That is the easiest spot they can get. Also tell them to bring at least one anvil, 10 picks and 4 axes and remove all the seeds, instead bringing more drinks and maybe a little extra meat.
Eighth, tell them how to set up the options and the nobles - that should be done before anything else. otherwise you will forget it.
Ninth, have them create basic food production by gathering plants and then planting all the berries they find in surface farms (that's why we need heavy vegetation). With working surface farms, food and drink are basically taken care of (once you tell them about food stockpiles, of course :) :) :) ) and you can instruct them in the other aspects of the game.
At least, that is the way I see it.
And make sure to tell them about the announcement screen and its center function, as well as about the report function and its center function! They are very important.
Deathworks