As a suggestion: Don't start D&D with D&D.
Players can get hung up on the rules when you start a new group of players that have never played D&D before. They focus on the game mechanics and miss out on the role playing. So, when I start a brand new group, the first thing I like to do is a mechanic light RPG.
I have six Jenga towers. I set one up for each player. Then I tell them, "You're a bunch of friends from a college town that are going to a Cabin in the Woods for the weekend. I want you to write you character's name, 6 words that describe them, and what they want to do at the cabin that weekend." Then I have them introduce themselves to each other, and I ask each of them to write down a secret that their character knows about another character.
Then we roll play through a scenario. Everyone is expecting horror stories, so I usually go with a fire in the woods that blocks off the road. Whenever the player wants to do something that is risky, I have them pull 1, 2 or 3 pieces from their tower. If they adjectives they chose for their PC give them skills that would help, the number of pieces they need to pull is decreased. If they try something risky, it requires more pieces be pulled. Then I set up situations in which teamwork and problem solving can help them succeed where solo work is harder.
This exercise encourages players to get away from the 'which of my abilities can I use' and look at 'how can I interqact with my world and partners' to create more interesting RPG games.
Then I run either LMoP or my homebrew starting adventure that is similar to it.