I would second the suggestion for scenario-themed play, but keep it simple, and where possible, build it around introducing the mechanics. Here's a few examples based on classic moments:
ANH Trench Run: Leave out asteroids, maybe denote the middle third of the board (length-ways) as the Trench, the edges of which could count as an obstacles for movement/shooting purposes. Place a marker to represent the exhaust vent, and decide what's needed to get a successful hit (I would say must be attacked at Range 1 and roll 3 'hits', count crits as 2 hits) . Then, play the scenario in 3 waves of increasing complexity.
- Y-wing vs 2 Academy Pilots. Teaches the basics of manoeuvring, introduces turrets, arguably favours the Imperial player but it's only the first round so that's not a huge issue.
- 2 X-wings vs 4 TIEs. Maybe use a named pilot or two in here to introduce the concept of Pilot abilities and get some more PS variety.
- Full 100 point game. Luke, Han and another X-wing if you can fit it in, vs Vader and 4 TIEs. Introduces the 'proper' game size, large ships, potential fpr teaching synergy depending on what EPTs and pilots you pick. You could have it so that the Falcon only shows up after 2-3 turns for maximum recreation of the original.
Each round is won by the Rebels if they can successfully damage the vent, by the Imps if they can't. Whoever wins the most rounds wins the game.
ESB Asteroid Field Chase: Set up a double-length table, with double asteroids spread out along it. One player gets a crewed up Falcon, the other gets an increasing number/level of TIEs to take them down before they can escape the board. Add a turn limit, see if they can run the gauntlet. Then swap sides and do it again. This teaches the importance of manoeuvre, planning, placement and all sorts.
RotJ Second Death Star Battle: Lando in the Falcon, 1 B-wing, 1 A-wing vs 100 points of TIE Interceptors/Fighters. The Rebs must 'enter' the Death Star by moving off a certain point on the table edge, but must wait for the shields to drop at the end of of a certain turn before they can. Each ship that makes it in is a point for the Rebs, each one downed before that happens is a point for the Imps.
You could follow that last one with a special scenario with just Rebel ships, mapping out a narrow path (just use paper cutouts) and have them manoeuvre through it, taking a point of damage for each time they crash. Whoever makes it to the end first and in one piece wins.
The general advice for getting people into games: make it fun, make it accessible (if rules are too complex, or hard to deal with, then just drop them), and take it one step at a time. Even if that just means having them fly one ship through an obstacle course to teach manoeuvring before throwing them into a dogfight, then that's what you should do. But by the sound of it, in your case they did learn the rules easily enough, so that's not strictly necessary.
Good luck!