Go over the cylon actions on the cards before the game, specifically reading a couple of them and modeling what that would look like in gameplay terms. The number one new player mistake is freezing up when they get the loyalty card and nervously asking for the rulebook and further screwing up the pivotal moment in the game. Depending on the patience of the group, it might be worth it to model the routine sabotage process and the deductive process for people along with what a basic skill check looks like and what you are assessing blind. Make sure people have some frame of reference for distances available on the admiral's destination cards. It's often a good idea to briefly cover victory and loss conditions for humans at the distance 4 mark. One easy trick is to make sure everyone has to stare at their loyalty cards and only their loyalty for 20 seconds after they are handed out, before putting them down. That gives everyone time to read their cards so you don't get the two people with all the text stuck on their own reading after everyone else is done. I like this player aid a lot more than the rulebook. Note it includes rules for the expansions, so you might want to cross those out to avoid confusion when you're looking at them and passing them around. This probably won't mean that much to you right now, but if you just have the base set and haven't looked at a lot of errata: Investigative Committee (yellow card) when played as a card effect *does not* flip over the destiny deck cards. It just makes all player contributions open information. Otherwise, it is a ridiculously overpowered card in the base game. But yeah, mostly just gauge the tolerance of your people for rules, maybe just make that first thing I mention a priority and just roll with the punches on the rest. And get five players, it's a superlative game with five.