Off topic clarification for Morlock:
Sounds good, too. By the way, what exactly is the Encounters format?
You meet for a short session (officially started with 1 hour sessions in 4E, but was expanded to 2-3 hours, my game ran closer to 4 hours per session) each week for public play. This means that people can show up or drop out on a weekly basis, which can cause some discontinuity. Most of the Encounters adventures (MiBG and LotCS were exceptions to this) had pre-set encounters that happened, pretty much regardless of what the PCs do. This forced the adventure forward, but gave very little control to the players.
When I ran MiBG, I ran 4 hour sessions, and had the same group of players showing up every week because they loved the way I ran it (which was totally sandbox). My issue was that the season lasted only about 14 weeks, and after week 3, I had only finished the introduction (which was supposed to be the first half of the first session). Due to this, I was forced to speed up the sessions, which tended to limit player options. This got worse and worse until we reached the deadline, and while everyone still had a good time, I still feel that the potential of the adventure & setting was wasted due to the time limitation. If I could go back, I would have told my players early on that we were no longer officially part of the Encounters season, and run the game my way at my house.
One of the best touches I used, that really held the player's attention was the use of Baldur's Mouth, which provided broadsheets (mini-newspapers). I printed out broadsheets each session for the events that had happened in the last session, foreshadowing of events for the current session, rumors of events that had nothing to do with the adventure, and advertisements for local establishments listed in the setting guide. I was able to bring Baldur's Gate to life for them with this simple tool. Best of all, it helped prod them with ideas of what to do, so they were very proactive, which is a requirement for a sandbox game.