I have the book, and I can comment on it's usefulness to beginners. It contains 20 first-level adventures, all scalable in some fashion up to level 3 or so (so you would utility from at least 3 or 4 of the adventures before your party moved on to higher levels).
Each adventure is about 12-15 pages long. Each one is written with a springboard efect in mind as if it's the first adventure you're opening the campaign with helping with the "party glue" effect. Each one comes with a map and a few pieces of art to show the players when they reach key locations.
I ran the first adventure, "tower of the black pearl" for my group as their glue in starting the Mysteries of the Moonsea campaign I began a couple of months back. The group loved it. I had a bunch of old salts for players and they totally caught the "first edition feel" this module leant to them. I had fun running it, too, very well done.
The others are also quite good with intriguing storylines. As stated, each has an opening hook to bring the party together, plus others if the party is already firmly established. Also, many leave plenty of answered questions that the DM can use to springboard to further adventures very easily or give them long-standing ideas for the campaign.
They're written exactly in the DCC style/template so if you have any others in the series, you know how that works. Each one provides a list of the encounters, they're type and CR. There's stat blocks provided in the adventure at the place you meet the thing, with relatively few (if any) repeaters taking up space. Aslo, each makes the PCs seem important, as they should, but what I mean by that is they provide good storylines behind the villian making them larger then life, even if they themselves are just CR 3 or 4 themselves.
Hope that helped!
-DM Jeff