Trust me that for many reasons (such as SS13's fucked chat and chaotic display) guiding more than one player at once (or even just the one, if they are really new) it isn't that fun. At least for me. It would be, if the game was less chaotic. You speak "Look, we may use this rune to teleport stuff above it. Just touch it." and you're never fucking sure if they actually got it or it got lost among the countless spam of other (potentially important) things as well. Space Station's chat is TERRIBLE, but at least it trains quick reading and processing.
And if you're skilled enough to teach, you're probably the one who needs to take charge of the cult and coordinate stuff anyways. Only once or twice besides my own humble person (Sollessa you're a nerd anyway!) I've seen another person take efforts to make sure shit gets done right, such as plasteel supply, people are equipped with cult gear (because, obviously, nobody reads the wiki and nobody knows about this downright OP shit we get from cult structures), there is a safeword set (and, if there's no radio in your base, somebody to relay the radio shotouts into blood voice) and caught people (how do you get caught in the flagellant's robes? =P ) are rite'd out. So if you can teach, there's much more important stuff to do anyways.
I enjoy interacting and teaching new players a lot (sometimes I go into a round with just that purpose, such as finding some newbie, buidling a space outset with him and whatnot), but cult is a bad time for it.
That'd be right, and that'd actually make it a terrible idea. One thing to note that it's not always elitism, but rather a preference to play with competent players. Sometimes I see old players (including mentors) side with each other and form a tag team, just because it's funnier after hours and hours of dealing with newbies / people who don't give a fuck.