Just wanted to throw another shout out to C&C, definitely my new go to game, especially for new players. I ran a mini-campaign about three months ago with some people(all newbies) from work and my regular group and it went great. Those in my regular group each bought their own PHB and chipped in to get a copy of M&T to each run one adventure in the campaign. We had to stop because of football season (we're all chicagoans man!). But two days ago two of the guys and one girl from work asked me when I'd be starting "our" game back up.

(Wasn't really expecting them to be proactive). So in two more weeks I'll be running 2 games (Dark Legacies w/3.x and C&C greyhawk.) instead of one.
I think there were alot of things about C&C that made it easier for me to introduce to new players, here are a few.
1. Character creation is a breeze, doesn't bog down(Let's you get to the "fun" part quickly)
2. The rules are easily grasped
3. (This one's a prefrence issue for me) I like systems that I can build upon, not one's I have to deconstruct. It let's me propose things to my PC's and get their feedback, fully explain it to them, as well as allowing me to make sure we're all on the same page as far as how something works before I introduce it.
4. Prep-time is next to nothing
5. Combat was quick and imaginative with us(as a whole) establishing how special actions, stunts etc. we're mechanically represented. A rule I often used was a stunt or maneuver gives you a +2 to something, AC, Hit Bonus, Prime Check, Save, Damage etc. but the same "trick" rarely worked in the same situation twice. It lead to some inventive descriptions, imaginative moves etc. on their part and was easy to keep track of on my part.
PapersAndPaychecks said:
I understand it's ranked 5th in a league table of RPG publishers that's based on total volume of sales, from those game and book stores that participated in the survey, during a particular period.
That's good to hear, now I gotta grab the screen and a few modules from TLG before my next campaign starts.