Everything suggested above is brilliant. I would add two small tidbits from my own experience:
I do the end-of-session move when they camp for the night. I find it works out pretty well (we get 2 or so in per game).
One trick that I find invaluable at a con is to always start in the middle of action. Seriously, nothing gets the blood pumping like a good fight, and make sure to let the players have input. If you start with exposition about a cave, or an entrance, the players tend to be timid. This is a new game, they're exploring bonds, figuring out what they can say and what they can't, trying to decide on moves etc.
If you start with someone putting their weapon up to a hilt in something, having a weapon arcing down onto a shield that's protecting a party member, you get camraderie, the establishment of 'party', and folks having some rapport and familiarity with the rules very quickly.
Saying "there's a cave passage ahead of you, what do you do?" usually gets countered with "What can I see, what's around me? Where else can I go? Are there any tracks or traces? What have I heard about this cave?" and so on.
When you say "You see the war-club arcing towards your head whistling through the air ... WHAT DO YOU DO?" folks usually get into the scene much quicker off the bat I find.