A module that has often been recommended as a "break" during the game (that provides foreshadowing) is http://paizo.com/products/btpy80op?GameMastery-Module-E1-Carnival-of-Tears
Let's see, here's what I would have done differently, were I to run it again.
1) Ditch the kingdom building by the end of the 3rd book. For us, the numbers and time-consuming minutia dragged it down.
2) Provide more foreshadowing - read the 6th book first so you see what the BBEG is - and it won't come out of left field.
3) Ditch the hex-exploring if the players think it drags things down.
4) Under no circumstances use the mass-combat rules - use the system from Heroes of Battle.
5) Don't rely on the players to map - the idea of laminating the map is a good one, especially if it can be written on with non-permanent markers.
Those are the lessons I took away from, from my own observations and after discussing it with my players.
Don't get me wrong, it's a fun AP with a great story and plenty of opportunity for role-play, exploration, and combat.
What more do you need?
Let's see, here's what I would have done differently, were I to run it again.
1) Ditch the kingdom building by the end of the 3rd book. For us, the numbers and time-consuming minutia dragged it down.
2) Provide more foreshadowing - read the 6th book first so you see what the BBEG is - and it won't come out of left field.
3) Ditch the hex-exploring if the players think it drags things down.
4) Under no circumstances use the mass-combat rules - use the system from Heroes of Battle.
5) Don't rely on the players to map - the idea of laminating the map is a good one, especially if it can be written on with non-permanent markers.
Those are the lessons I took away from, from my own observations and after discussing it with my players.
Don't get me wrong, it's a fun AP with a great story and plenty of opportunity for role-play, exploration, and combat.
What more do you need?