I think you need to decide that you're going to run 2e first, then look for willing players second. If some of your current players don't like 2e, don't try to cajole them, if you succeed you'll only regret it.
If I were selling this idea to my group I would emphasize that they have fun with everything I've ran so far and they will have fun with this. They need to keep an open mind and trust me as they have with all the other campaigns I have run for them.
Either you say "I'm the DM, we play this or we play nothing" or you distil down why you want to play 2e and tell them that.
For starters, get rid of THAC0 and use the 3e style of plus modifiers for attack rolls. I'd also allow for characters to deal an extra d6 or something if they confirm a critical hit, but that's an old house rule I played around with.
I would do just the opposite. If you get some resistance, just say "That's what I thought. I did not think you were Man enought to handle THAC0". Obviously presumes a male gamer.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.