Many of the questions I can imagine a newcomer having involves breaking down old concepts to form new understandings.
For example, in ZQuest, if you press F4 to pick a screen's palette, you don't know that that's not a "What you see is what you get" for actual gameplay. It looks like you can change that screen's colors, just like how when you put down some combos, it looks like you put that combo down.
Similarly, people need to know the differences between the Dmap types and how they behave. They also need to know that the way people pick how a place looks is through the Dmap editor and not hitting F4.
They need to know how Continues work, and how to build a game around them. The whole continue points vs restarting schtick is such a kerfuffle.
They need to know what happens when they change colors in a palette editor. They need to be introduced to the differences between the big list of Csets that exist. Like, it seems so arbitrary that Csets 0 and 1 have a different application than Csets 2 through 4, but Cset 9 also changes. A long, long, long time ago, I wrote a tutorial that dealt with that very issue. You'll need screenshots of a "before" and an "after" when editing a single color as to how it affects things.
You'll also need to explain that the pixels of a tile are basically just "color-holders" because changing Csets can make the tile seem entirely different.
For that same reason, when a newbie goes into ZQuest and hits KP+ and KP- to make the combo page go all psychedelic, they'll need to know why that happens. Luckily the content two paragraphs ago deals with that, but we have to think of it from a newbie's perspective.