First, a general comment. I've read the responses so far, and I agree with the consensus that you want to avoid any high-CR monster with special immunities or abilities that cannot be beat by 3rd level characters. However, I don't agree that it means that you should just take a 3rd-level module and double all the enemies.
As someone running a campaign with lots of people in it, I can tell you that you end up with player boredom as 9 people wait for 1 DM to take an extraordinarily long turn running all the extra monsters. They're already waiting maybe a half-hour each just to get their 3 minutes of spotlight, so dragging it out longer seems... less than optimal.
Maybe if you were to deliberately debilitate the extra monsters so that they were like 4th-edition mooks (is that what they call 1-shot enemies?) then it might make sense. The players hit 'em and they fall -- fine, things keep things moving. But I'm not sure that would be much of a challenge for the players.
I really feel that a better approach is what you appear to be doing. Take a higher level module -- not too high, don't go crazy -- and then nerf the 2 or 3 set-piece encounters that are supposed to be super-hard. The other "normal" encounters will simply be overpowered as a troop of 9 adventurers overruns the module.
I'm be co-DMing an extended weekend session in a month or so, and we're trying to find a published module to use.
OK, you have maybe a 3 day weekend. Got it.
I'm specifically looking at using either "The Red Hand of Doom" or "The Sinister Spire" (neither of which I've read in great detail yet) - any specific opinions about how either of those would work for a large but lower-level party?
I doubt people are typically able to complete Red Hand of Doom in a weekend. Even a long weekend with 12 hours of play each day will not suffice. So expect to hack the storyline down or else truncate "in medias res" as everyone goes home before the denoument.
Anyway, I own RHoD and I've been through it as a player, partially. It's going to be too hard for 9 3rd-level adventurers. This is because it's intended for 6th level characters
at least and your 9 adventurers count as 5th level characters
at best. This means even the run-of-the-mill encounters will start to be scary, although maybe a handful of weaker encounters will be OK.
There is a dragon with a flyby attack pretty early in the module. Because your characters won't have flight yet, the only real way they will be able to take chunks out of the dragon's hide will be to stand near characters under attack and ready actions for when the dragon comes near. They can bow-shot it too, but this will just plink away its hit points so slowly that everyone will be eaten before the encounter ends.
There is another encounter with a bugbear cleric & minions that he raises from the dead as you kill them. This turns an OK encounter into a deadly encounter, because it is essentially 2 encounters back to back with no time to get healing.
Also, the Red Hand of Doom is doubly-dangerous even for appropriately-leveled characters because it is highly compacted timewise. So there is little time for the players to craft magic items or even search out magic items that might help them to compensate for their lack of levels.
Having given you all those warnings, I'd still do it if it were me. But I would just remove every dragon completely, I'd knock off 1 enemy from each encounter, and I might try to not read ahead so much or do...
something that would cause me to play the enemies sub-optimally. I mean, I might not use all their special abilities, or I might not engage in all the best tactics, etc.
If you play it dumb, they might survive to the end.
Be sure to level them up between each chapter. Don't leave them at level 3 all the way through the whole thing. They'll be slaughtered by the later parts if they don't get to catch up somewhat.