TSR created a series of modules based on the DragonLance trilogy.
The modules were being produced prior to the release of the Chronicles trilogy.
They are near universally held up as the the model for what not to do with a campaign.
And yet, they are beloved by many, and republished twice for 2e and once for 3e. I would not discount them as a failure by any means.
Trying to do a campaign based on a playthrough of the main storyline of a book and from the pov of the main characters is simply a railroad. You can't really let the players interact with the fiction in a meaningful way unless they can change the ending and the journey.
Yes, there was some railroading going on, but that was primarily in the first four modules in the series. As time went on, and the novels began to bypass the games, the Dragonlance design team learned that you can't base a novel on an RPG, at least not without hearing the dice roll as you read.
When Margaret Weis Productions gained the Dragonlance license, they operated with novels leading the way, with the RPG then publishing materials based on the novels afterwards. It was a recipe for success.
Personally, I'd like to see the two sides of things work a bit more in tandem, but I realize that can be a logistical nightmare.
I would echo the thoughts above about not including novel characters. Your group's characters are the stars, not the heroes of the novels. Maybe those other heroes are somewhere else in the setting, or perhaps your vision is an alternate history.
Novels can also be inspiration for a story in your own world. My DM recently adapted JC Hutchins' 7th Son podcast trilogy to use in our Dragonlance campaign. Some serial numbers were filed off, and details changed to adapt certain portions of the story to our game. The end result was one of the two best DL campaigns I've ever played in, and the single best play by post game.