Beyond the Mountains of Madness is, well, long. I've only read the first quarter of it or so. I think it would be neat to run, if I ever had the year or so of prep time it would require.
The sheer amount of information in the book is staggering. Close to the last third of it is mostly NPCs, handouts, information on artic conditions and the elder things, etc. They even have an explanation of how to translate elder thing carvings!
The campaign starts off slowly- you don't get to the antarctic until chapter five or so, and it takes another chapter or two for anything supernatural to happen. So it's probably not that good for new players, who may be a little more impatient. One nice thing is that the campaign assumes that your players know the story, so nothing is ruined. For those who haven't read it, the entire thing is summarized through player handouts.
I forgot about Innsmouth- that was a good one, too. Helping the Federal Agents in the raid was one of my favorite series of games. Even if I did end up a twitching, paranoid schizophrenic half-deep one in a hospice somewhere.
As for Goatswood- I liked it a lot. But you definately have to be a Campbell fan to get the most out of it. Most of the book is adventures, there's little in the way of outright source material. The adventures themselves give details on the area, but reading Campbell's stories is the best way to get the info. I was lucky enough to find a cheap copy of "Cold Print" on ebay, so I just read the books concurrently.
The adventures in Goatswood are about fifty-fifty. I either loved them or hated them. A couple of them barely had anything to do with the Campbell mythos, and seemed to be placed in the book just as filler, so that was kind of annoying. If you like Campbell, though, then it's definately the book for you.
Incidentally, the unboundbook site that JeffB linked to has interesting articles on the writing of both Goatswood and BotMoM. From what the authors say on the site, it's a wonder either book saw print.