I think this is really, at best, the session zero talk, right?
I'm by no means an expert on session zero, because, with the exception of PBP, I've been gaming with the same circles of ppl for about 11 years, so we all kind of already know where we all fall on this stuff... And with PBP I haven't been explicit about this stuff until fairly recently.
But as DM, I have started by telling them what I want out of the game. Which includes, as DM:
1. my gaming "style" (strict RAW, don't care about RAW/expect rulings on the fly and variability, somewhere in between, specific house rules, etc.)
2. my narrative style - which can include everything from:
A. the tones and themes of the campaign that I have in mind (low/high fantasy, politics and intrigue, investigation, horror, heists, etc.)
B. how "adult" the story might be (I default to the American movie-rating scale), before getting into specifics, which will also include...
(i) my and others' "Lines and Veils"
C. I'll talk about the setting and if there is some specific starting point for the plot (at this point I will ask for buy-in into a specific plot, or explain that it's a sandbox, or an open world, etc.)
D. Character creation, including any initial conceit or mechanical (alignment?) rules that there might be to ensure the party will be cohesive with each other and the setting
From there, or during that explanation of my wants, I'll ask them what they want out of the experience. Particularly, do all of those things that I laid out sound agreeable to them? And particularly, if the expectation is there, do they understand that the expectation is that the group works together, and cares about "the main quest"? Because right there, I think, is where most problems arise. When the DM has a campaign idea that they've planned, and they don't have much time for planning anything else, and they go into the game without expressing or getting an explicit understanding from the players that "This is the game." and the players just ignore hooks, or arbitrarily kill NPCs, or latch onto something in the periphery, and suddenly the DM is having a bad time, and so the players start having a bad time.
Bottom line: when ppl are there for different reasons than other ppl, problems start popping up. So make sure everyone is on the same page.
That said, many new ppl don't know what they want, because they don't know what the experience really has to offer, so you can guide them further along that line of thought. Which could include stuff like, I don't know...
1. is it a priority for them to develop a strong mechanical understanding of the rules? At which point you could spend more time explaining them in play, or not.
2. Is there a particular (narrative) character development arc that they want for their PC to go on, or are they just along for the ride?
3. How do they feel about character death?
For me, the point of D&D and RPGs as a hobby is not that the characters can go anywhere and do anything at any time, the point is to work together as individuals to make the story that is "on the table" into the best story possible, together. And I want players that want that. And so I will try to guide the table toward that experience.