One resource I didn’t use in my one-shot last weekend was Dungeon World Level 0. This is conceived of as a streamlined launch to a campaign. I created it to play with a group of middle-school students who had never roleplayed before. Accordingly, to keep things simple, this introduction omits classes, looks, 3-18 stats, variable HP, starting moves, alignment, class gear, and encumbrance.
Dungeon World Level 0 is for experienced GMs who want to introduce those new to role playing to a rules-light game that can grow into a full Dungeon World campaign if the players enjoy it. The first session embodies the “Call to Adventure,” calling adventurers from their normal life to “…a forest, a kingdom underground, beneath the waves, or above the sky, a secret island, lofty mountain top, or profound dream state…a place of strangely fluid and polymorphous beings, unimaginable torments, superhuman deeds, and impossible delight” (to quote Joseph Campbell).
Players start out at “Level 0” before their characters have chosen a class. Think of Fafhrd before he became a fighter, Bilbo Baggins before he became a thief, and Harry Potter before he became a wizard. Your players’ characters have not yet discovered their “calling.”
The rules include some objects that embody common moves of classes: for instance, there’s an Arcane Harp that provides the same move as a bard’s Arcane Art. This is done to easily let players’ experience some of the different special abilities of classes, without having to commit to that class.