a) Use cross-references. A D&D adventure is not a novel. It is a tool, a utility, a device for running a game. When you mention that the party is about to fight a minotaur, put (MM 223) in the text. When you mention that the Minotaur King sits upon his throne in Room 33A, if his stat block isn't on that page, tell me where the heck it is. I do not remember who Fartbutt Sillyname is, because it's been 30 pages since he was mentioned (and thus months of real-world time). Tables, maps, inserts with important information, all that junk should be referenced whenever it's mentioned.
b) Print a grid on your map. Every single adventure should be published with an optional map pack, too. Or a deluxe edition of the book with printed maps bundled with it.
c) There need to be meaningful consequences for failure, and failure should be something other than a TPK. In a storybook adventure, might mean you don't get some dope & epic magic armor, IDK. I know what you're thinking, "I can handle all kinds of stuff!" But newbie DMs can't, and storybook campaigns should give some guidance. For example, "If the party somehow loses the dragon egg, Lord Chuckwagon will be very cross with them and not send any Veterans with them to help face evil, mutated flumpf terrorizing the village." Most adventures I've seen don't really picture failure in terms other than You Have Died, Adventure Stops Here.