The approach I used with Traveller (and just about any RPG I was going to GM without ever being a player in it).
Read the rules... READ, Familiarize... NOT Memorize
See if you can generally find what rule you are looking for. Knowing WHERE the section is in the book infinitely better then memorizing every little detail
Have a few friends make characters (nice intro for all)
Run a small boot camp. Break the players into teams, create a small 'battlefield' or obstacle course...
let them go at each other, you moderate.
Also there is setting up an obstacle course.. run down the raised log, the tire run, shoot at a target, etc. They get to learn about quite a few mechanics and skill rolls that way.
I've used these many times in the past.. GURPS 3 & 4, HERO 5th, Traveller, etc. doing Obstacle course first, then the 'Grand Combat' and it works nicely. One thing I did do though was give everyone the exact same character. Why? Because then it all comes down to their choices and their die rolls, no complaining someone else had a higher "shooting skill" than them and it was unfair.
one time I ran it for a buddy of mine, another player the player's 9 year old son plus his 11 and 15 year old daughters (15 yo is Autistic/Asburger's Syndrom). EVERYONE got the basics learning to take cover, aim, what movement implies in combat (easier to be shot) and team work. The player had been trying to get the concepts of combat across to his kids, they learned through this.
You can't get that from just sitting there and 'play by yourself'.