Not really. I think it's mainly the difference between an adventure _reading well_ and actually playing an adventure. That's mainly because a good DM is much more important for a good play experience than a good adventure module!Are your favorite adventure modules also the ones you consider the best?
Some adventures I DMed didn't turn out to be as great as they read, others surprised me by playing extremely well, although reading them they didn't appear to particularly great.
In the 3e era, both Forge of Fury and The Standing Stone are examples for the latter.
I cannot think right now of any adventures as examples for the former, mainly because I haven't yet seen them in actual play. E.g. The Red Hand of Doom, Voyage of the Golden Dragon and Expedition to Castle Greyhawk are (three very different) adventures I'd love to run to see if they hold up to their promise.
If an adventure is badly written, I'll never find out if it plays well, since then I won't DM it. It's possible I may get to play it as a player, though.