I just have to ask, are you the jeb_? 
Anyways, as you said, there isn’t much you could learn a bunch of people in 60 minutes (in relative to programming), so I’ll just bring up some places I went for guidance.
I started with TheCodingUniverse. He has a well done series and gets you going with the basics of LWJGL, OpenGL and simple game design. The thing I don’t completely like about his tutorials is the use of deprecated functionality, but he’ll get you started.
After getting on JGO and the #lwjgl IRC I got an advice to start on this online book. It’s very good for learning modern OpenGL and ra4king has ported the C++ code here.
After that book I finally started to manage to use OpenGL by myself and understand how things were put together. Later, I ran into these tutorials. They’re also really great and teaches how to build a 3D engine with the core profile from scratch. 
Those ways are more the hardcore way though. There is going to be for sure great differences (in relative to experience) in your audience and I would recommend these paths to people who want more control and want to learn the OpenGL API.
For people with no or little programming experience it’s really important to keep things simple and to get things up and running quick so that they don’t loose their interest. It’s also important to show that they can edit the code easily and play with it’s functionality. Therefore, something like LibGDX is great (On it’s documentation page it’s lots of info and a video to get you up and running with a project). It’s pretty straight forward and on the same line, really powerful.
And at last I would strongly recommend your audience to learn the language before the game making; Not the whole Java API, but at least the core language. In that way they’ll save so much time later. For that purpose I will recommend Derek Banas, he’s got some great tutorials and a very large library of them.
Good luck!