An interesting topic came up on ENworld which caused me to compile a list (probably incomplete) of the adventures that I have run. It was quite interesting to realise just how few I've actually run especially when compared with the list of those I've simply read. Anyway, the list...
(I should note: these are for D&D only. I've run a number of adventures for other systems, notably Vampire and Serenity/Firefly.)
B7: Rahasia
This was an adventure I tried to run way back when I was in high school. It's fair to say I had some odd expectations for how the game was played back then, and as a consequence this module basically collapsed in on itself. Alas, I no longer have my copy; I suspect it would be interesting to re-read this one with older eyes to see what (if anything) I missed.
X1: Isle of Dread
I actually tried to rn this one several times, again while back in high school. It was somewhat successful, hampered by my not really understanding hex-crawls or exploration based adventures. Memories are rather hazy...
X2: Castle Amber
I have no memory of this adventure beyond remembering that I ran it. I doubt it went any better than "B7: Rahasia", really. And, as with that other module, I no longer have my copy available to see where it went wrong.
I6: Ravenloft
Ah, the classic. I ran this one while visiting an old friend in the States. This adventure has an awful lot to answer for in terms of its lesser derivitives, but the module itself is great, even if Strahd Von Zarovich is really a Dracula clone. Anyway, fun times.
The Shattered Circle
Another great adventure, this one I ran for my university group as part of a 2nd Ed campaign we started just before 3e launched. That campaign faltered as soon as 3e launched, as it proved to be a game-changer, but this adventure remains fondly remembered (by me at least).
The Burning Plague
A free adventure that WotC made available when 3e launched, I used this as a test-bed for the new 3e rules (before the DMG or MM came out, even!). It's a fun little adventure that really helped sell me on the new game.
Sunless Citadel
This was one of two test games I ran for a completely different group over a number of evenings. In play, it's a very solid adventure. (An analysis of the structure highlights some significant weaknesses, which probably limits its viability for repeated use. But that probably serves to highlight the difference between an adventure that is good in theory versus one that is good in practice.)
Forge of Fury
Despite being a sequel of sorts to "The Sunless Citadel", this adventure actually served me as part of the first 3e campaign I ran with my university group. It went fine, up until the point that the party decided to abandon the dungeon and go do something else instead - which was fine, if unexpected.
The Speaker in Dreams
Shortly after abandoning "The Forge of Fury", that same campaign found the PCs investigating the events of this adventure. I ran this adventure in a heavily modified form and wasn't entirely happy with it... but was less unhappy than my read-through left me. Sadly, it's just not a well-structured murder mystery (and serves to show that sometimes an adventure that is weak in theory can also be weak in practice).
Dungeon: Dungeon of the Fire Opal
The second of the two test games I ran for that evening group, this adventure is notable for using the sample dungeon provided in the 3e (and 1st Ed) DMG. It's a fun little adventure, filled with all the classic tropes. This is one I definitely recommend as a candidate for use with new players.
Dungeon: The Cradle of Madness
Another adventure from Dungeon magazine, this happened to be published at exactly the right time - I needed an adventure for that first 3e campaign, my PCs were just the right level, and the plotline fit exactly into the unfolding story of the campaign. It was ideal... and a good adventure generally. Huzzah!
The Shackled City Adventure Path
I've spoken about this before, it forming one of my "Big Four" of great campaigns. I'll therefore say no more about this, except to note again that I ran this using the "magazine version" of the campaign rather than the compiled hardback version (with the extra chapter).
Savage Tide: There is No Honor
Sadly, my second attempt to run a pre-published Adventure Path crashed and burned. This was largely due to two weaknesses in this first adventure: there's an investigation segment where the path of clues breaks if the players either blow key rolls or they run out of ideas of where to look; and then the raid on the guildhouse is marked by lots of very narrow corridors, so that nobody can move freely in combat. A real shame, because later segments of this campaign looked like a lot of fun.
Kobold Hall
The first of two adventures I ran in 4e, this was the sample adventure from the 4e DMG. I wasn't a fan at all - this is essentially a linear sequence of combats with little of interest in between. It ended in a TPK... and I think the players were quite glad of it!
Tomb of Horrors (4e)
The only other 4e session I ran was the first encounter from this adventure. When 2.5 hours out of a 3-hour game session were taken up with a "throwaway" combat to set the scene, something was badly wrong. Reading later through the book convinced me that the rest of the game wasn't worth the effort either, so I abandoned both this adventure and the edition as a whole (at least as DM).
Lost Mine of Phandelver
I've talked about this one before as well, so I'll not repeat it here. I remain a fan of this adventure, even if I'm growing less enamoured of the edition as a whole.