There aren't very many resources available that I know of for making the two-volume set easier to plow through, and given their size I would imagine they will be somewhat difficult to reference during play.
If you happened to own a copy of CC/FHC, I would suggest simply bookmarking "Characters And The World" and/or "Combat" and leaving it on the table during play for your players to reference. I own both, so I use one copy for myself, and leave the other on the table for the players to use during games.
Since you will be building all of the characters in HD, for a cast of (mostly) new players... I suggest writing up a concise handout for each character summarizing their capabilities (especially any special abilities they possess), noting special restrictions/complications, and suggesting strategies for them to employ. Be prepared to spend half a session explaining how their abilities work, also be prepared to have to rewrite at least half of the characters entirely. What you write may not mesh in play with how they imagined their characters, regardless of how detailed their descriptions. You will save yourself a lot of head-ache in terms of explanations if you are able to make a concerted effort to keep the initial builds simple; Power Constructs might as well be Greek to new players (even ones used to other Table-Top RPGs), and GMs experienced with Hero tend to forget about the learning curve when writing powers (especially for worlds they are excited about and have heavily researched).
It might serve you well to find/make a very short combat example you can demonstrate to your players; which preferably uses all the same optional rules you are using. Act it out if you can; place/move pawns for the combatants and roll the appropriate dice (but use the pregenerated results). This will help the game mechanics click for those who "learn by seeing/doing".
Make sure you read up on all of the combat modifiers, maneuvers/martial maneuvers and optional combat rules (such as Hit Locations) as close to immediately before play begins as possible. Usually I read both Characters And The World and Combat in CC/FHC immediately before play begins... but in CC/FHC that amounts to about 30 pages, so its less of an investment than the 200ish pages than the two-volume set uses to describe the same basic rules. However, nothing slows down play faster than having to skim through ~100 pages of rules to find a single rule, so make sure you are confidant you can adjudicate the core rules from memory.
Speaking of ruling from memory... I run with the House Rule that if I cannot find a needed rule within 3 minutes, I make a reasonable temporary ruling and move on. After the game I look up anything I had to make such rulings on, and note them. At the beginning of the next session I inform the table what the actual rules were, and try to play them from then on. However the results of the previous session stand, even if they would have been impossible under the actual rules.