Haha, yeah, ran a couple adventures, played in a couple. I don't recall anything tedious.
So, I ran the playtest more than a little, multiple seasons of Encounters. The thing is, it was a test. So I ran it straight, by-the-book, no matter how my little experienced-DM-voice (actually my inner-DM-voice is more of a Charlton Heston in the Ten Commandments type) would point out "this is really not going to end well, you should really tweak that bit there..."
...and, darn, are players less interested in testing games than having fun with them... But the point is, I got into a /habit/ of running that way, so my ongoing campaign was getting kinda by-the-book, I was meticulously printing out all the monsters and double-checking rules in the compendium. That should have been my second warning.
Anyway, in that habit, I had honor of running HotDQ "Seek the Keep" for the first few sessions of 5e Encounters. Now, HotDQ is arguably not as a bad as KotSf (which, when I played in it, myself, didn't seem that bad, thanks to a good DM, hint, hint), but /run in playtest mode/, was a grinding, slow-motion, trainwreck, all the way through Greenest. I mean, I had run some bad games in my time, my time being the 80s, but I'm pretty sure I set a new record with that one.
Once I snapped out of it and started running a game, instead of torture-testing a system - and once we got to the second phase of the adventure, a more normally paced little mini-dungeon crawl - things improved substantially, and even the lame setting tourism that followed wasn't intolerable.
It's not just what you run, it's how you run it.
But really, even watching grass dry or paint grow would be fun with my regular groups.
Watching paint grow sounds potentially fascinating...
...or frightening, depending on the kind of movie you're in...