Energy
Put focus into roleplaying, even if you're watching someone else do it. Focus yourself on what they are saying and doing, even if it's kinda boring, and project your body language and voice while you're acting in-character. Be much less high-intensity when simply describing your bonuses while rolling, or asking someone to pass the chips. This will create natural focus on the roleplaying aspect of the game.
Speak In-Character
Wherever possible, assume what others are doing is a prompt for in-character roleplaying. DM asks what you do? Turn to someone, and say 'Philius, methinks we should cross that bridge and by Everam and St George, charge those there gnolls with swords in hand. Once we have them subdued, we'll take some answers from them, so we must leave at least some alive! What say you, well-met friend?"
Even if people don't respond in-character, and instead shift it back ooc, roleplaying just happened. Keep doing it and others will soon follow.
Ham It Up
Your character is 'quiet' and 'reasonable' and NOPE. Your character is the hammiest of ham. He's a loud cliche. He is instantly identifiable as the tropes that make him up - and he defines the setting by his very presence. It's unfortunate - but humans love ham. They love it.. a lot. Be something simple and understandable and loud, and they will get with the program really fast.
You can do this by being a masterful actor and roleplayer with any character, even a non-hammy one, but it is easiest with ham, so ham I will advise. Your paladin isn't just a paladin who likes cheese and moonlit walks on the beach - he's SIR GALAHAD THE MIGHTY, SUBDUER OF THE PEASANTS, DEFENDER OF THE WOMENFOLK, AND HIS MOUSTACHE BRISTLES AT THE SLIGHTEST SUGGESTION OF DRAGONS.
'Big' traits tend to focus things on the roleplaying a lot faster. Simpler is easier for the audience to understand.
Find Allies
Find people who will respond to your dramatic offers. When you address people, address them first, so they respond in-character, and then immediately pull other people in. People ignore offers initially, but if something is already rolling, they'll get rolled in with it. Some people will instinctively resist roleplaying offers, for all kinds of reasons - learn to identify them too, and offer to them last, once the roleplaying scene has the most momentum.
Be good at plot
Being able to identify where the adventure is going will let you advance the plot during a roleplaying scene - which both speeds up the adventure and means the time spent on roleplaying won't cause a weak GM to not let you hit the end of it.
Roleplay during combat
'LOOK OUT, FARAMIR! THE GNOLL IS AT YOUR BACK!' 'Galahad charges at the gnoll attacking' moving mini 'faramir, and' rolls dice 'swings at it with his mighty sword.' By including both speech and roleplaying-description in amongst your mechanical actions, you partially negate the disconnect that happens during the mechanics-rich combat portions of sessions. Have to know what you are doing on your turn before your turn rolls around, or anti-roleplayers will complain your roleplaying is slowing things up if you are not clearly doing it faster than anyone else.
Additionally, being good at combat, and giving tactical advice in-character that leads to defeating enemies quickly, will give more time overall for non-combat-constrained roleplaying itself.
Occasionally, roleplay during others' turns - have Galahad shout an encouraging phrase at an opportune moment. This has to be rare, and well-timed, though - an advanced technique.
Be Heroic, or Dastardly
Again, ham. By being heroic, and roleplaying it hard, you make other people who are not roleplaying feel heroic. By being dastardly, and roleplaying it hard, you make other people feel heroic also who are not roleplaying. You're giving them some of your roleplaying energy in a way that feels good for them. Morally grey is, again, a tougher sell. Note this isn't 'good' or 'evil', it's more saturday morning cartoon than that. Snidely Whiplashi, or Dudley DoRight.
Incorporate the GM
Don't just roleplay at fellow players. Roleplay at NPCs. Treat them with importance, and give the GM offers to roleplay right back at you. All of this applies to the GM, too. Getting the GM on-board with roleplaying, especially if you can advance the story while doing so, will be a tremendous boon to your cause.
You're right, by the way. Premade adventures, split up groups, schedules, public venues, this stuff just kills roleplaying and really makes it quite hard - I literally could not design a better system to do so.
But even in those kind of circumstances, I have personally sparked roleplaying in some extremely tough crowds. You won't see a huge improvement - but even the tiniest bit of roleplaying can be a huge welcome to you if you're in a roleplaying drought, and if you play with regularly the same pool of people, you'll find people gravitating to you that appreciate roleplaying, perhaps even to the extent that people will fight to have you in their groups.
Overall, though, the roleplaying will be in many ways a simpler thing than the rare high level roleplaying you can get in a home group.
But it's certainly not impossible.
Just have the courage to keep trying and don't give up.
1. You can have another party member cast the spell.
Anyone in the party can pay the cost of the consumed material components.
Downtime: Spellcasting Services
If you finish an episode or adventure, need [sic] a spell cast, you can
spend one downtime day and pay lifestyle expenses plus the cost of the
spell to have an appropriate spell cast. Alternatively, another party
member can provide the service. Both you and the spellcaster in your
party spend one downtime day to have the spells cast. Anyone in the
party can pay the cost for consumed material components for spells
such as raise dead. If your character is raised from the dead during
the course of an adventure, he or she can continue to play and gain
rewards from that play, but the penalties imposed by the raise dead
spell apply.
DDAL Players Guide v5.1, p. 4 (bold emphasis added)
Characters with the acolyte background have additional benefits when using this option.
Acolyte Background. A character possessing the acolyte background requesting spellcasting services at a temple of their faith can request one spell per day from the Spellcasting Services table for free. The only cost paid for the spell is the base price for the consumed material component, if any is required.
Only some faiths are represented by temples large enough to provide this benefit. When playing any given adventure, the available faiths are determined by the season or region in which the adventure is set.
DDAL Dungeon Master's Guide v2.1, pp. 6-7
2. You pay for the spell yourself
(your question excludes this possibility, but I'm including it here for completeness).
Dead Character Pays for Raise Dead. If the character’s body is recoverable (it’s not missing any vital organs and is mostly whole) and the player would like the character to be returned to life, the party can take the body back to civilization and use the dead character’s funds to pay for a raise dead spell.
DDAL Dungeon Master's Guide v2.1, p. 7
3. Other party members pay for the spell.
You don't have to pay them back.
Character’s Party Pays for Raise Dead. As above, except that some or all of the 1,250 gp for the raise dead spell is paid for by the party at the end of the session. Other characters are under no obligation to spend their funds to bring back a dead party member.
DDAL Dungeon Master's Guide v2.1, p. 7
4. Faction Charity at levels 1-4
(original question excludes this possibility, but I include it here for completeness)
Note: This option is not available in Season 4 (Curse of Strahd/Barovia). There is an alternate option in use for that season.
Faction Charity. If the character is of level 1 – 4 and a member of a faction, a patron from the faction ensures that he or she receives a raise dead spell. However, any character invoking this charity forfeits all XP and rewards for that session (even those earned prior to death during that session), and cannot replay that episode or adventure with that character again. The character takes a −4 penalty to attack rolls, saving throws, and ability checks. Every time the character finishes a long rest, the penalty is reduced by 1 until it disappears. Once a character reaches 5th level, this option is no longer available.
DDAL Dungeon Master's Guide v2.1, p. 7
5. You're out of luck. Dead.
Create a New 1st-Level Character. If the dead character is unwilling or unable to exercise any of the other options, the player creates a new character. The new character does not have any items or rewards possessed by the dead character.
DDAL Dungeon Master's Guide v2.1, p. 7
6. Use DM Rewards
There is no official documentation about this process (to date), but there are community discussions which converge on this process.
- Party members deliver body to a temple that provides spellcasting services. It is assumed that gentle repose is cast by the temple clerics to preserve the body.
- Apply DM Rewards to the character's Adventure Log. Gold and XP suddenly become available to the character. Magic!
- Pay the gold and downtime day costs for the appropriate spell to return to life.
Best Answer
The Adventurer's League FAQ states that characters with sufficient experience must advance at the next opportunity.
(Emphasis and excerpting added to highlight relevant bits.)