I've found that most people will get antsy if you make them sit through anything longer than about 15 or 20 minutes - it's too easy to get saturated. For example, unless you're a huge fan of Yoshi's Island I don't think sitting through a two-hour movie is going to go well, no matter how impressive it is as a TAS. Runs like that are great for fans of a series, but are they really the best for the general newcomer audience? I agree with moozooh's criteria and would actually go further and say we should aim for no more than 20 minutes max.
For what it's worth, here are actual TASes I have shown people when I want to introduce them to the concept:
[2016] N64 Super Mario 64 (USA) "0 stars" in 5:02.25 by snark, Kyman, sonicpacker, Mickey/VIS & ToT
Fast, slick, packed with glitches, and tons of unexpected moments. One of the most accessible TASes since everyone's played the game, the tricks are broken but understandable (you can see what's going on in a backwards long jump, for example), and the gameplay itself isn't broken.
[1438] SNES International Superstar Soccer Deluxe (USA) in 15:24.38 by Marcokarty
The run is super funny and shows a complete mastery of the game to the point of toying with it. 15 minutes is the perfect length for this kind of concept.
[726] NES Mega Man (JPN/USA) in 15:38.07 by Bisqwit & Finalfighter
Yes, this is one of the older versions. For me this has the right balance of glitches and gameplay, compared to later versions which skip a bit too much. It's got good pacing both in regular gameplay (weapon progression) and glitch use (fewer glitches early on, leading to crazy glitch stuff in the Wily levels), and is one of the best examples of something that
looks perfect.
[711] NES Gradius (JPN) in 10:52.35 by adelikat
This one plays out really nicely and is another example of showing off and toying with the game. Nobody I know has played this game but it's super easy to understand this TAS and is great entertainment.