Well my one issue is that I'd be basically introducing an entire gaming group to the system at the same time while likely having to run the game without playing it before hand. Having one core rule book to work from might be a bit messy.
Ah, I see what you mean.
When I introduced my friends, I downloaded all the free pregen characters from the FFG website (there's some for all the main products, and for the Force Awakens Box Set too IIRC), which should be enough spread that they can choose a thing they like. That way they're just learning the mechanics as they go, which are actually pretty simple once you've gone through the steps a couple times, since everything uses the same rolling rules. The pregens also have some instructions on them for how to play and stuff, which is super helpful.
The process:
Set up a dice pool -> figure out difficulty -> upgrade difficulty, if needed (should only happen very rarely) -> add boost/setback dice (GM discretion. Boost means they did something that could help the action, setback means something is hindering the action) -> roll dice, interpret.
There are really good handy cheat sheets for ways to interpret the dice, which is super helpful to me as a GM (and to my players). I can dig one up for you here in a sec.
But yeah, once you all figure out interpreting, which is quick once you get going, and easy to start thanks to a cheat sheet, it's all down to RPing the role to play the interpretation. Setbacks are things like smoke in the air, a chaotic battlefield, lack of resources to fully invest the effort into something, etc. Boosts are the opposite, good things that circumstantially help the action. Sort of like ADvantage in DnD5e, but, IMO, a lot more fun to use.
Sorry if that sounds complicated, it's really simple, and I hopefully didn't make it sound to hard.