robus
Lowcountry Low Roller
I like the idea of getting them playing and coming up with creative ideas for what to do right away, before going through rules and numbers. 5e is simple enough at low level that the DM could, if desired, actually adjudicate everything by the rules for players that don't know the game at all. (I've basically seen it on Critical Role.)
Absolutely - get them straight into the gameplay. Just tell them that their (pre-gen!) character sheets determine their various skills and abilities and those will come into play as needed (you'll help them figure out what to do when the time comes but for now, relax). Describe the game as a conversation between you (the DM) and the players: you describe a scene, you ask the players what they want to do (i.e. what actions), you resolve the actions and describe the outcomes and around it goes. Explain that when you're not sure what the outcome might be you'll ask them to roll some dice and that will determine the outcome.
Combat is the hardest thing to introduce because there are so many options available to players that they get a bit overwhelmed (especially spellcasters with slots to manage... - but perhaps they'll just have cantrips?...) - so perhaps just tell them the weapons/spells they have and you handle the number crunching side of it.