This would be my suggestion.
The TSR dungeons are mostly nostalgia choices, but as the designers will still blazing the trail at that point, a lot of the adventures make some weird choices, like In Search of the Unknown saying "well, we did the fun/easy part -- now you fill in the rooms!" for instance. (To be fair, some of those rooms, like the room of pools and the fungus garden, are iconic.)
In contrast, Tomb of the Serpent Kings is designed by Skerples, one of those designers who thinks deeply about RPG design and utility at the table. It's intentionally designed to teach players and DMs how to run an old school game.
I ran the dungeon using Shadowdark back in January and it went great. We'll be finishing up later this year, when one player who's been crowned queen of the fungus goblins returns for a very important ceremony.