I love the Extra Credits videos. Even though they're pointed at video games, there's a lot of info that applies to any game. As to getting people involved in RPGs I think we need to figure out how to translate from video game centric to RPG centric.
If getting people involved in video games means you only have ten minutes to grab someone's attention, then the same is true for board games, or RPGs. How do we as table top RPG designers do that? It used to be the artwork in a book but video games blow our efforts out of the water when it comes to art and that's why they have a huge audience.
Part of the process is that RPG books front load the tutorial. "Here read and memorize these thirty pages and you can start playing." Now some people (you and I) can do that. Other people have a hard time trying to work their way through it.
The thought is, introduce basic game play in the first ten minutes and have the player actually play in those ten minutes. Worry less about complex story at first, start off with a battle between swordsmen. One player takes the role of the evil general, the other takes the role of the young knight that has come to defeat him in single combat. Only introduce mechanics (including stats) that are needed for the single combat.
When they've gotten that far, introduce a small amount of back story for the hero. Only about a paragraph or so (erm, hopefully he won) and reveal the idea of the player for the evil general becoming the GM. Now introduce a small adventure something that only takes a few minutes to read like "Rescue the king from the general's henchmen."
Once you've introduced how to have fun in an RPG, now go into each of the important facets of your game one or two at a time.
This doesn't have to be written down as an adventure, you could start all your new players this way without a pre-written outline. It would have to be thought through though for it to work well.
Anyway I'm going to try something like this on my next new player. It all has to be structured so that there isn't a ten minute stretch where the new player isn't having fun playing the game. Even in the beginning. My game is really world heavy, so I'll have to figure out how to introduce story through play. I think I'll have to use some non-linear story structure, (I'd like to avoid ).
And no, I'm not affiliated with Extra Credits in any way, I just really find the episodes useful.