Check out module B5: The Horror on the Hill, which combines pretty much all of the classic D&D tropes (stereotypes/cliches) into a single package, is low level, and is just about the right length to run straight through in a single marathon session.
For mid-level (5-7), S2: White Plume Mountain (as already mentioned above) and C2: Ghost Tower of Inverness are both lots of fun, heavy on the tricks/puzzles (C2 actually includes that cliche of old-school cliches -- a "chessboard" room) and nonsensical dungeon ecology, and both are fairly short (use the tournament version of C2, with fewer rooms and pregen characters). S4: Lost Caverns of Tsojcanth (dungeon portion only) is also a lot of fun, with lots of hack n' slash combat and a bit of trick/trap/puzzle stuff. R1: To the Aid of Falx is another fun tournament-based one, if you have or can find a copy.
For high level (9+) WG5: Mordenkainen's Fantastic Adventure (what later became Maure Castle in Dungeon) is lots of fun and has the "old school vibe" in spades (because it's literally an expanded version of a dungeon created in 1972). The Abduction of Good King Despot (non-TSR) is another absolute gem, full of tricks, traps, puzzles, and wholly nonsensical ecology (this is Gary Gygax's favorite module that he didn't write). EX1 & 2 (Dungeonland & The Land Beyond the Magic Mirror) are both loads of fun and deceptively tough (there are several encounters that, if played straight, will almost certainly slaughter the party) but players might rebel against the premise (a D&D version of Alice in Wonderland) and declare the whole thing "too silly." Prisoners of the Maze (non-TSR) is another fun one (lots of tricks and puzzles and dubious ecology) that, because of its premise and canned intro, probably works better as a one-off with pregen characters than as part of an ongoing campaign, but you'll need to modify it a bit to make it self-contained (as written it's the lead in to the 4-part "Maze of Zayene" series).