Something to be aware of regarding the printed modules, is that they are more like campaign sourcebooks than "dungeons." The GM is given information on who's who in a given area, how much relative power they have, maps and some local rumors and encounter tables. Then, there is a mission for the PCs to accomplish against that background, and off you go. There's no timetable, no hard & fast goals. In fact, in a few of them (Krakow and Madonna), the PCs are given a powerful item they cannot use themselves, and set loose.
Pirates of the Vistula may be a good starter, as that's sort of linear ("You're at this end of the river, you want to go downriver, here's a boat. Go.").
Something else to keep in mind, and to tell your players, is that combat is nasty deadly-- it is far, far better to ambush than to be ambushed.
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988.
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