I'll third the DCCs. I convert them to my C&C and Savage Worlds games. Great fun.
One thing to note about many of the DCCs is that they have the more linear "get to boss to get the McGuffin, move to next challenge" mindset that I associate more with 3E, rather than the "open ended dungeon crawl" vibe that I get from earlier 1E modules. (And I should clarify that I assume you're asking about the earlier, classic 1E modules rather than some of the later dreck.)
There are some serious clunkers in the group, for example, I'm not a fan of the two Stormbringer (a giant, not the sword) modules, and the Revenge of the Rat King doesn't do it for me. There are some serious 1E/Classic derivatives (but still very good) - Into the Wilds (Keep on the Borderland), Talons of the Horned King (Barrier Peaks), Crypt of the Devil Lich (Tomb of Horrors). And then there are some that I just can't wait to run, like Aerie of the Crow God, Slithering Overlord and Curse of the Emerald Cobra.
Also, their latest GenCon special, War of the Witch Queen, is designed for 1E (masterfully revamped and restatted), and after the first and second read-through, my assessment is that it simply rocks.
Edit: Also the Adventure Begins and Dungeon Interludes have some interesting adventures and seeds in them, and I'm looking forward to the Adventure Continues, as well.