Borrowing from the idea of the Pluspora Check-in get some tabletop conversation going. If you have any questions that you want to get on the list to be asked, let me know. Also, if you'd like to be added or taken off the list of participants, let me know.
Do you have different rules for people new to the game?
It can be hard to get people interested in the hobby- I try to make my games friendly for newbies.
In the first few games, I try to give suggestions to the other players, and allow them to take back moves that I know are bad- letting them know why its bad. I try not to take it to the level of playing the game for the person, but I try to make it at least competitive.
I aid in building characters, and allow a few games until the character is solidified. When actually playing, I tend not to hold hands as much during the role-playing part, but in the combat part, it's pretty similar to board games.
One of my favourite recent boardgames, Terraforming Mars, has a special "beginners corporation" for people playing it for the first time. It skips ome of the hardest decisions at the start amd is pretty generous, but the result is surprisingly balanced.
For board games, new players should get re-dos and advice along the way even though it makes her kick your butts. Memories of bringing in a player to Munchkins.
As for role playing, I can't remember a new player in an existing campaign so having different level players wasn't a problem. Differing experience was always handled efficiently by the GMs I've played with. I have run a few campaigns, but always with experienced players.
With board games, often when we have a new player we'll play at least a little while 'open hand', with each person describing what they're doing and why. We might play the entire game that way, or just a round or two and then restart... it depends.
When teaching a new game, it's really not about winning or losing for anyone. I've found most people reasonably expect to lose the first few times they play a game, but they get really frustrated when they can't understand what's going on.
For instance, when teaching my wife how to play Call to Adventure this evening, we each showed the cards we were choosing from, I explained why I chose the (origin, motivation, destiny) I did and what strategies I'd be following because of it.