I would say that Moldvay taught how to run the Moldvay edition of the game. So did the Mentzer version. The Rules Cyclopedia…eh.
I have the pdf of AD&D (1st edition), and I can’t tell you if it explains how to run D&D, because it is a challenging read, and I don’t care enough, at present, about running 1e to plow through it all. Questing Beast has a series of videos where he reads through the 1e DMG, adding his own comments here and there.
The 2e DMG isn’t any help; it doesn’t even have guidelines for building your first dungeon. There is a separate book, something about catacombs, that supposedly does this important job. 2e is a different game than Moldvay, though, from what I can tell; it is a set of rules for telling amazing stories rather than rules for running a dungeon crawl.
I don’t have the 3e books, and I only have the 5e starter set and the free “basic” rules, which I can’t really speak to.
The 4e Essentials DM Book doesn’t do a good job, in my opinion, because it doesn’t have guidelines for creating a dungeon. The Essentials Red Box DM book has a little bit (it advises to refold the map that came with it to create different dungeons).
So; 4e core DMG is my favorite, so far.