The people who participate on these boards tend to be those who like trying to figure out how the Ars Magica System works and how to get it to do things and how to stress the system. However, not all players are going to be like that.
It looks like there are enough people in my local area interested in Ars Magica for me to run a game. From what I know of one player, he is the type to read the system and find some way to exploit things, I have lent him a copy of the main rule book so he can build a character. Another player went ahead and started working on a character concept from the 4th edition pdf, I lent her a core rulebook as well. I might have to make suggestions, but I am confident that they can make characters they will be happy with or that they will contact me if they have questions.
Now, of the other three possible players, I am meeting with one of them tomorrow and working with him in designing his character. He has played in my Traveler game and a couple of one shots so I know something of his gaming style. My reading is that he is someone who prefers playing the character to designing or advancing the character. Myself, I enjoy reading the rules and trying to figure out how to make them do strange and wonderful things, but if that is not his cup of tea, where should I guide him?
My first thought is House Flambeau, and I am pretty sure that is a good choice. Still, if I think a player is going to be avoiding spell design and spend his time adventuring, improving his arts, learning spells from lab texts, and mastering spells, what other houses would you point them towards?