There is literally a ton of information you could give to players to help flush out a new fantasy world. However, I wouldn't give them the a facts and figures style list. Look at it more like a handbook of useful information that they can use to enliven the playing of their characters.
The recent setting competition by WOTC gave a few short questions which tried to parse down what made your campaign unique from others. Use this example in the messages you send to your players about the game world. Show why it's different and enjoyable to game in.
Give the players an idea of the personalities who populate the world, so they can get a better idea of the personality they will want to play.
Give them some idea of the fantastical things they can do in the world. This should give the players some motives during play; not just what goals they'll list on their PC's sheet.
Try giving a couple descriptions on interesting places. Or a list local terminology. Or an example of cultural mores in the region. What makes your world stand out?
While I'll agree that a stat block would be handy for the portions of the world you will play in, I find they often lock me into one way of thinking. Stats on government, current ruler, imports/exports all help you as DM, but have never really sold me on a game as a player. Pick up any encyclopedia, flip to a country's entry and you will have a good working template.
For players, I would try and keep information short and memorable. Describe the most important information for playing the game. Most likely these will be the ideas that have got you really hopping to play the game, anyway. Once things get rolling via character development and introduction, you can add more color to the game as you go along. While you should probably have a lot in mind ahead of time about the directions you want to go, starting slowly is important because it gives players an opportunity to help build the world with you, insuring their investment in the game. It also keeps you from creating things that will never be seen.
A good rule is not to create anything that isn't likely to come up during game. Again, anything that doesn't get played out on game day is not improving the game. IMHO, while campaign consistency and verisimilitude can allow for a certain degree of believability during play, I would rather play on the fly in a living world with it's own sense of identity. Stick with your themes and keep going back to them. If it's really working, the momentum will carry you over any consistency snags.
I know a lot of players who love rules and are playing because of the game aspect of rpgs. With the new edition you should be able to personalize the world more than ever. Prestige classes, regional feats, variant rules, etc. can all help define your world. These house rules are probably the other thing you will want to give to a new group of players early on.
[okay, rant off]