Character generation was SLOW with so many new people and only two Players Handbooks. My girls are experienced old-school gamers but had never played 5e so even they needed to be walked through it. I was glad my eldest had decided to roll hers up ahead of time so she could help the boys with their characters.
The game itself went well! I had a few plot hooks laid out on the rumour table for after the party got into town. They spread some gold around the tavern and talked to the locals until they got an idea of what was nearby and decided to tackle an old-school dungeon crawl a couple of days from the town.
Not all of the parents were playing. At one point one asks: "So you're grave robbers now?"
The table answers: "No, were saving this stuff from the goblins!"
My daughters adjusted well to the new system. They used their heads well and got everyone thinking outside of the box and how to work as a team.
Darkvision came into play in an interesting way. They knew the goblins had it and were afraid of alerting them with their light so they had the stealthy gnome rogue scout ahead so they could avoid stumbling into ambushes.
They played it smart pretty much the whole time. They were cautious and avoided traps. They played their fights out with sound tactics and busted out spells and spell like abilities at good times. They also found the secret door with player skill rather than rolling dice.
They talked about how much fun they had had after the game and the little guy who got D&D for Christmas talked his parents' ears off the whole way home and then some.
For me it was a tonne of fun helping some more people into the hobby and satisfying to have my tomb/dungeon cleared out in a single session. These intro games are a blast and always surprising!