With my current group, the very first campaign I ran was The Sunless Citadel. It has made the biggest impression on them; to this day I still get requests to say, "Raaaaaats!" in my white wyrmling voice or to place Meepo (a kobold they took a liking to, even the gnome) back in the game or about the Gulthias Tree Battle (Totemist, Dread Necromancer & Crusader instead of Druid, Sorcerer and Crusader).
Showing them the ropes of grapple, flank, trip, et cetera is a matter of putting them in those situations. My newbie rogue barely knows how to play but knows how to move to set up his sneak attack because after he got comfortable with combat, I said, "Move your gnome here to a flanking position, and you get a +2 to hit -- and so do you, other player -- but, more importantly, you can use your sneak attack to deal an extra d6 of damage." It was that simple. Now he's a sneak attack master. My paladin understand smite (and spells, maybe, soon). My ranger knows shooting into melee is bad. My barbarian knows how to rage and what bonuses and penalties she gets. Now, as long as none of them ask me, "How do I grapple?" I won't have to kill anyone.
As for starting with level 1, give them full HP for their Hit Die and walk them through character creation and explain why some feats are good, some are really good and some aren't worth spit.