My group effectively TPKed themselves right away, so my advice is just a caution that the adventure path has a very different style than those Paizo puts out. Paizo's APs, being fairly heroic in nature, tend to also be reactive in nature. "Here's your PCs; something bad's going to happen, you need to stop it." If the PCs get stuck, sooner or later, the GM can always just have a bad guy kick in the door to get things rolling again.
WotK, being villainous, is designed for PCs (and players) who need to be far more proactive. "Here's a seemingly stable scenario; your PCs must figure out a way to ruin it." Particularly early on, if the PCs wander around aimlessly, the world just keeps on keepin' on, and if they flub something, there's no help coming.
My players tend to handle the former scenario well; the latter, not so well.