I think, the best way to deal with such a situation, is to openly discuss it with the group and construct rules on how to handle certain devices and activities (doing homework or finishing a chapter). And if only one member of the group is against allowing something, it is forbidden.
Once the rules are set, everyone has the right to demand their enforcement.
Usually, such social contracts have to be maintained and adjusted once in a while, but the longer a group stays together, the more important they get, IMHO.
I once tried to play a simple turn based puzzle game (which I found boring, because it was too easy) during an RPG session. Just to find out whether I could still follow the game.
Even when restricting the game to moments when my character was away from the group and the action, it ruined my game. I was able to basically follow the game, but had not the capacity to analyze the situations, which meant that, whenever I reentered, I had no idea about the mental state of the other characters, leading me to act differently as I would have otherwise.
In situations that “only” needed skill-checks, it took me some time to grasp the situation and when relying on the information I could remember, I often did something stupid or inconsistent regarding my character.
It might just be that I am particularly unable to follow the RPG while doing something else, but no-one can control oneself so well as to give the RPG exactly the attention it needs and no less — how would you know how much attention it needs at every moment, when attention is what you use to judge that?
When I want something to do while my character is inactive, I tend to sketch the current scenes. This keeps me emerged and I don't feel bored.
As a GM, I am very sensitive concerning mobiles and such… usually it distracts me more than the player twiddling with it.
When a player has such a device at hand, I tell him that he will be ignored, as he seems too busy to play with us. The character then just went home, stayed behind because he felt sick, etc.
This is very harsh, but that sort of thing has ruined too many sessions for me.
If it distracts the other players, they usually tell him themselves. If I notice that they hesitate to tell him or he does not react, he gets a warning and if it continues I usually ask him to leave.
If a player refuses to leave but keeps on annoying the group, I tend to have some fun with his character…
My players know that I will usually go out of my way to save them, but if I get annoyed, I will use the rules mercilessly.
Mobiles will be turned off.
If a player has to be reachable, than the phone will be kept out of sight.
Once, a player had to be reachable and his girlfriend kept on sending him meaningless messages. When he turned of the signal for text messages, she started calling because he did not answer. By the third call, he asked her to only call if it was urgent and explained that she was about to ruin the evening for all of us. Two calls later, he explained to us that they wanted to go to the cinema later that night and apparently she was unable to decide what she should wear, how to get to the cinema, and so on…
5 minutes later I answered the phone… we were never allowed to play at his flat, because she was afraid of me.
The only reason for which I will ever allow tablets or such like at the game table is to look up some facts when playing in a real-world setting.
Best Answer
Two pieces of advice:
Everything is [This World]-ish
You don't have a lot of time, so you want to show what makes the setting interesting and unique. If religious orders are very prominent in the world, have the party stay at a monastic-run house for travellers, rather than an inn. If death magic is significant in the story, toss in an encounter with some walking undead instead of orcs or goblins. If the setting is Roman-themed, have an local clerk for the imperial administration give the party information, rather than a bartender.
The truth is that players tend to ignore dense chunks of information thrown at them. If you give them handouts with paragraphs of text, they probably won't get read.
One Important [This World]-ish Thing
Pick one character or place in the plot of this story. It could be the villain of the plot, or it could be the location the party is spending its time, or it could be an ally or patron of theirs.
Make that One Thing very grounded in the feel of the story. If the players have forgotten everything else that happened in the game session a year from now, they'll still remember the One Thing.
Let's say you're running a game with necromancy and a Central Asian feel. The villain could be some khan's personal soothsayer, a shaman who dances and drums his way around the fire to raise the skeletal remains of fallen warriors. The party meets him when they're first introduced to the khan, and the shaman goes into a trance and pronounces a curse on them. They hear the sound of his drumming in their dreams as they sleep out under the stars. They fight his skeletal warriors who whisper one word over and over again in the shaman's voice. That villain, the game's One Thing, shows up again and again to reinforce the idea of the setting.
Followup
Tell us about the setting/plot/world/characters, if you can, and I'm sure we can come up with some great ideas for how to apply these concepts to your plot.