The first thing is: get a game that inspires them. Without that, you're sunk. Often, settings will inspire people: try Poison'd, Kagematsu, Prime Time Adventures, Mouse Guard, Burning Wheel or a specific Fiasco playset. If you can, get them to choose one themselves.
Particularly, try a game with a GM. This does two things. Firstly, it gives them some comfort: they aren't forced to suddenly start narrating. They can play as they usually play. Secondly, it lets you do this...
Use your GM role to encourage them to narrate. The neatest technique, here, is fishing. When a player kills someone, prompt them to describe it: "And how do you do that?".
When you do this, pick moments that are fun to describe. Don't get them to describe their feelings. Don't get them to describe the inside of a tavern they've just entered. Get them to describe how they swing across the room on a chandelier and drive their sword into an orc's head. (Also epilogues. Everyone loves narrating epilogues for their character.)
Remember to accept their ideas and build on them. If you do that, they'll come up with more ideas. For example, if they decide to question the innkeeper, then the innkeeper knows something.
Try, also, telling them what they're meant to do. It sounds obvious, but it's something we neglect. For example, in Dogs In The Vineyard, tell players "If you think there should be an inn in town, tell me". In Fiasco, say "This works better if we kick around ideas while we're choosing relationships, needs and objects". In Poison'd, say "This goes better if you go player-vs-player".
Here's a personal example. In Cthulhu games, I like players to roll for their own sanity. This makes them enjoy going mad: they try to get Sanity rolls, because it'll send them mad. So I tell them this. "This is more fun if you make your own Sanity rolls. Going mad is fun and I'd like someone to go mad before the end."
I've had good results with these techniques. I've seen traditional players yelling with delight at Poison'd. I've had Warhammer WFRP players narrating epilogues.
With all that said, you do need to respect the group. After all, that's a big part of indie games. Don't do indie-by-stealth. Don't force techniques on them. If they're changing the subject when you talk about indie games they've played...well, you know why that is, right? Get off their back (I say this in the friendliest way possible).
Better still, talk to them and see if you can work something out. What did they hate about indie games, exactly? Was it narrating? Was it the subject matter? Work out a game they might like. Or get them to do so.
According to market research by Wizards of the Coast, taken in 1999:
7.2% of D&D players play monthly. (The report doesn't say whether this includes weekly.) Only 4.9% of new gamers who have played for under a year play monthly. 13.2% of players who have played for 1-5 years play monthly, and only 5.9% of those who played D&D for over five years played monthly. One hypothesis is that people often get into the game as teenagers, but have less time to play as they get older.
28% of D&D players play for more than five hours in a typical session. Among players who have played for a year or less, that number drops to 10%. Among who have played for 1-5 years, 14% play for longer than 5 hours. For people who have played for over five years, 42% play for more than five hours, but they tend to play less frequently.
These figures are from 1999, so it's mainly talking about AD&D and earlier.
Best Answer
The real question is how high of a priority for you is playing a tabletop RPG?
There's no right answer except your own.
If getting together with buddies (over Skype or face-to-face) to roleplay for a couple hours a week is really a high priority for you, you'll make time to do it. If your work/hobbies/etc get in the way of that time, then that tells you where your priorities lie... and there's nothing wrong with that.
One of the guys in my group is invovled with a community drama group. Of the 8 people in my group, he misses the most sessions because his acting is more important to him. Another guy has been playing D&D in some form or another for 20 years and never misses a week simply because he reschedules his other commitments around gaming night because he really wants to be there.
I think the real answer here is to sort out what is important to you and allocate your time accordingly.
Personally,
Obviously life tries to get in the way plenty of times. It's just a matter of whether you let it or not.