I would start with the players.
What parts of the Hero system do you want to showcase to a group of new players?
What parts are easiest to present? (Use these in the first couple of sessions.)
What parts need more depth of familiarity with the Hero system?
What parts are unique to the Hero system?
What complications are easiest to play? Most difficult?
Once you have established a hierarchy of .. I’ll call them .. “game mechanics”, then you have at least a dozen master GMs on this forum with ways to introduce and coach up favorite powers and skills.
The last step is to weave it all into a consistent story-line. Again, there are a lot of really good story-tellers on this forum. I’ve read their posts.
I’d like to jump in and grab the low hanging fruit:
The first team would probably consist of a flying energy projector, a brick, a stealthy detective, and a master of the mysterious arts.
These seem to be the powers and skills that are easiest for new players to use.
P.S.
Personally, I love the “Ultimate Martial Artist” but I’ve seen so many players trash characters because they couldn’t keep up with the skill levels. So, I would leave this for one of the later sessions. Of course, there is likely someone reading this who has had great success with new players and martial arts.