Firstly, have everyone who has never roleplayed before read Greg Stolze's How to Play Roleplaying Games. This is an excellent primer that takes the reader from zero knowledge of roleplaying apart from curiosity about it, to a fully fleshed-out idea of what it actually looks like to sit down and play a roleplaying game. Just having this knowledge will solve a lot of your problems, possibly to the point where you don't actually need a game recommendation in order to start playing any ol' game enjoyably.
Second, you yourself should read his companion article, How to Run Roleplaying Games. This will give you a basic grounding in what you do during the game as the GM, and how to prepare for a session or ongoing campaign. It will guide you through thinking about your own preferences about how much detail you want to bring to the world you will be describing to your friends, and how to go about creating that detail before play and on-the-fly during the game.
I really do think that reading the first, and possibly the second, will go about 90% of the way to solving the trouble you've been experiencing, and the other 10% you'll learn by doing as you sit down to play your first game after reading those.
I would also recommend reading the answers (and following the links therein) on these two questions here on RPG.SE:
They have a variety of different types of answers, including examples of what happens between (and leading up to) rolling the dice, suggested games for novices, and different ways of explaining the whole concept of roleplaying. The first is really basic and may not be useful to you anymore, but if so, the second is definitely going to be the right degree of detail.
You may not even need a system recommendation at this point, since you'll probably find every RPG (including the ones you've already tried) much more playable, enjoyable, and self-sustaining than you found your previous attempts. I'd still recommend trying a different RPG to avoid tainting the experience with the bad memories of the previous attempt. But really, most games should suit you fine at this point.
If you really still want a recommendation, I'm frankly not sure which specific game to recommend you since the effects of not knowing how to play an RPG and not having a helpful GM to teach how to play so thoroughly hides any other problems the game might caused by not suiting your group. It's hard to tell what features of a game you need, when you haven't yet really properly started using the games you've tried, right?
It's kind of like someone who has trouble with a car, and asks for a recommendation for a car that crashes less, when they haven't yet learned to drive – it's quite possible that there was a problem with that car, but we can't know if there was, let alone diagnose what that problem might have been, since not knowing how to drive completely obscures anything that might have been wrong with the car's suitability to the driver.
So my recommendation is to grab any game that is
- Playable with a single book or at most two (one for the players and one for the GM)
- Has a built-in setting for you all to start with and riff off.
… and run it. You can find games free online (there are many high-quality games that cost nothing to download legitimately), or just pick one off your friend's gaming shelf that looks interesting to everyone. (Or, if you have the money to spend on a gamble, browse the local RPG shop and just take a likely-looking game home with you.)
I recommend games playable from a single book because it's hard to learn both how to roleplay and how to understand this complex multi-volume RPG at the same time. A game that comes in two books (one for players and one for GMs) is also fine, but anything that requires multiple books just to figure out how to make characters and how to run the game is going to drain your group's enthusiasm before you even begin.
A game with a built-in setting is important so that you (the GM) aren't flying completely blind for the first time. (Beware of feeling like you have to stick closely to the setting as written though: it's there to be your inspiration and guide, but you totally have the authority to ignore or change it where you like. A pre-made setting is suppose to be helpful, not a prison!) A pre-made setting also gives your players some guidance of what sort of people live in the world, who they might want to play, and what sort of adventures they get up to.
I'm still tempted to mention some of my favourite games that fulfill these criteria… but in truth, I'd only be mentioning them because they're my favourites, not because I know they'd help you. As I said with the driving analogy, I really can't tell what games would suit you and your group yet. However, you can read about all kinds of interesting roleplaying games that have been suggestion for specific uses by browsing our game-recommendation tag. You can also get an idea of popular games by browsing the titles on RPG.net's General Tabletop forum, which often includes threads along the lines of "sell me on RPG-so-and-so". (I've discovered many awesome RPGs that suit me by doing that, and many I was at first interested in and then decided I wouldn't like by reading further in the thread.)
Browsing through those recommendations is much more likely to suggest a game that sounds good to you than I could possibly suggest by giving random guesses based on my own tastes, which are unlikely to exactly match your own!