I'll be watching this thread for suggestions.
And here I thought, "Hey, I should get TS on the horn--he'd love to see this, I'm sure!" Perhaps, instead, I should keep my big nose outta here. I've successfully resisted the temptation to "look ahead" with adventure content before (specifically, with the Dungeon World built-in story for the Holy Avenger), but it's never a good idea to court temptation if you can avoid it!
I'm currently DMing a Dungeon adventure -- a Perkins adventure, in fact! I like the plot and the details that I don't have to come up with myself; but I see what other 4e fans mean when they say that WotC never realized 4e's potential. There's an encounter with a single ghoul, for example, where the PCs have no reason not to take an extended rest afterward. I re-statted the ghoul as an N-level solo, because the adventure stats it as an N+3ish level (standard) monster, which would have been far less exciting for my players, who ended up fighting the ghoul.
I'm betting that single ghoul was our very own Mr. Skull Head--and I think you made the right call. Even if I got chomped on because of it!
Next session, the players will be delving into the labyrinth of 5-foot corridors that is the adventure's classic-dungeon finale, and I suspect it'll be less than ideal.
Heh, and then we threw you for a loop and made it all go beautifully pear-shaped, didn't we? Nobody seems to mention that "no plan survives contact with the PCs" can swing in the DM's favor now and again. Hope this doesn't count as spoilers for what's coming up. I'd figured some corridor-crawling was in order, given your comments at last night's session, but...if I have gotten spoilers, I apologize.
One adventure path that I saw just the very first taste of, and which looked promising, was
War of the Burning Sky. We only got one session into that campaign before the DM had to call it quits (attack of the wild grad school), but WotBS had some neat stuff. Possibly the coolest bit, which I probably should've floated your way, Tequila: every character gets an extra "fluff" skill, something that describes their background, training, vocation, or some other meaningful character trait, to be worked out with the DM. The examples given in the free intro download are "singing, carpentry, painting--even origami!" It's a neat little freebie that helps establish each character as a person with a hobby, passion, or vocation, without crimping in-character resources. For my character, I chose metalwork--including both functional (weapons, farm tools) and aesthetic (jewelry, artistic work); I want to say one of the other characters was a calligrapher. Just a neat little thing.
Of course, WotBS is a complete campaign world with a specifically chosen intro adventure, so it might not be the easiest thing to adapt. But I've heard good things about it nonetheless. Same goes for Zeitgeist. Haven't heard anything about the other ENWorld paths yet, so I couldn't say.