I really was amazed by the poor quality of the introduction adventure within.
I seem to recall that the Adventures section mentions the linear, choice-free adventure as an example of poor design...
I think the DMG is an odd beast; there is a lot of good advice which I later discovered was copy/pasted from the 3e "Dungeonmastering for Dummies", there is some reasonable stuff in eg The World section on mood and feel. But there is also a lot of uncommonly poor advice, like the Tyranny of Fun stuff - the infamous Guards at the Gate quote being a prime example. Unlike the 1e DMG there is no single authorial voice running through, it can feel very incoherent. One place it says "Do X", another place it says "X is bad".
I thought the DMG2 was a lot more consistent.