Maybe my group has more non-game table talk. Maybe my group is just generally slower. I didn’t feel that we were wasting a lot of time, or going particularly slow. I mean, we only played the dungeon for about 3 hours. (And remember, they spent some of that time restocking between forays, and rolling up two new PCs to replace dead ones.) We could have squeezed another hour of play time in by starting earlier, or playing later. I could have had the Players generate their characters before the game session, but I felt that creating the characters at the table is part of the classic D&D play experience.
Well, I'm sorry it didn't seem to work out so well. I've certainly had my share of 'meh' sessions, and when they come at the start of a campaign they pretty reliably kill off interest.
"Nothing much happens" shouldn't be a problem with your 4e trial, if you use any adventure written for 4e; they tend towards linked-series-of-encounters so you are pretty well guaranteed a decent amount of action. Kobold Hall from the DMG looks ok as a playtest; Coppernight Hold the first Dungeon Delve is equally linear but shorter, good for a quick 2-2.5 hour game. The second Dungeon Delve, a tower full of goblins, is also quite nice and useable for a strong 1st level party.