We're all here to help.
I'm here to help you stick with Conan D20. (lol)
I'm still not getting where you're getting hung up, but I assume it's just being new to the D20 gaming venue. It's a simple system, but there's a lot of fluff.
I'd say tthat ignoring Feats is the first step. Look at the game functionality without considering feats. When you do that, the system boils down to skill checks, across the board. Even combat starts to look like skill checks because they operate the same way. After that, take a look at feats and how they augment this base. Combat manuvers are really just feats that have a progression and are open to all classes and races equally.
1) A d20 is rolled and modifiers are added and compared to a target number. In a skill check/test this target is called a Difficulty Class (DC), while in combat it's the opponent's Defense Value (DV).
2) Have your players do most of the work. Make them write down what feats, class and racial abilities and all that do to make thier characters unique. Make them do it for themselves (on thier character sheets) and make them do it for you (on simple index cards) and, if necessary, go back over those index cards and put page number references. Then just let them do the talking. They'll remind you of something that they have and you can make snap judgements as to how you want to handle it, depending on the drama. I always choose rule debates (A) only slightly in favor of the player doing the debating and (B) try to avoid looking anything up at the time; I do it later.
3) Don't worry about magic just yet and disuade your players from mucking with it unless they want to "learn it for you". It's a simple enough system, but it's not necessary for running a game. You can get by with bandits and wolves and Grey Apes (oh my!) for a good while before they group has to face a sorcerer. Cut your teeth on managing the stats and general system first before getting into esoterica.
4) Don't give your players anything. Make them work for it. They'll come to value their crocodile tooth necklace way more than a bunch of alchemical powders and well honed weapons anyway because they had to work for it.
5) Read over the combat section 19 times. (lol) Seriously, just get to know that section and all of the options. Read over it and discuss it openly with your group, too. If you all learn ho wand when to grapple, shield bash or aid another all as a group, you'll remember it as a group. But, also remember, that if you learn it wrong, you'll all be making the same mistakes over and over. Read it from start to finish, make notes if that helps you, and ask questions here.
That's my basic approach. Now, are there specifc rule points that are giving you trouble? I know Damage Reduction and Armor Penetration were a little odd for people at first, and some of the nuances of combat are a little overwhelming.