Oh yeah, absolutely, "Find out IC" is great because it leads to things happening as you bumble your way around, I just find people are likely to think, "OK, things happen, but what?"
And a large part of getting someone in, and then playing in those first few days, is setting expectations. For me, in the past, I bounced off it once or twice simply because it wasn't fun to "roleplay" my character. Even giving a (made up) example of, "Set your character up as a recovered drug addict, who's past the tweaking stage and into the desparate 'return-to-health' stage" can help someone establish that the immediate fun is what we'd see as everyday interactions in real life, but with the twist of playing a character with problems in a setting 100 or so years in the future.
Giving someone hard examples of how to make roleplay fun (outside of chy, game-mechanic, or power challenges, just in the actual act of talking to people) can really set someone up to make things interesting, and to let the game develop from there. And I don't mean examples of, "I gamed my way to taking down a three year old character as an immie," but, "I wandered into X bar and the interaction I had as someone dealing with coming to Withmore because I painted a 20 foot mural of the mayor in my last city sucking his own dick" can do wonders to set the tone of how the "roleplay" really makes everything shine.
So I'll check out those threads (I've read a fair few that beandip linked to,) maybe some of those examples that are OK to share of someone starting out in there first few weeks will be handy.