Raven Wintervale said:
On the other hand should I try to write my own? I've an interesting idea but I'm not sure what to do with it?
Try. Go on. What can possibly go wrong? Even if you do run a dud adventure, it's just one dud. No-one gets hurt. It's not like you lose your job or anything. On the other hand, if it works out you will open up a very rewarding panorama of creative hobbying for yourself.
"Faint heart never won a fair lady."
One hint, though--if you want to devote cognitive effort to one area, cut down on the cognitive demands of other areas: concentrate. So if you run an adventure with a strong plot, use simple monsters and NPCs. If you run an adventure centred on NPCs and monsters with tricky abilities, keep the plot simple. In each encounter, use monsters with only one type of funky special ability that you aren't fully familiar with. Give yourself too many unfamiliar tactical options to deal with and you will dither, overlook possibilities, and end up running a slow game with opponents weaker than they ought to be.
And this brings me on to a second hint. Warn your players you are going to do this (otherwise they will feel as though they are being hard done-by). And then be stingy with treasure and experience points. There are several reasons:
1) Monsters and opponents with restricted options to use magical possessions are easier to run while you are inexperienced.
2) Slowing down the PCs' acquisition of extra powers through levelling and acquiring magical items gives you more time to practice with challenges at each level.
3) PCs with fewer feats, class abilities, and magical items are easier to oppose effectively while you have only nascent GMing skills.
4) It is much, much easier to compensate for having been too stingy than it is to compensate for having been too generous.
Summing up both hints in a single bold metaphor: "stick to shallow water until practice makes you a strong swimmer".