Played this one last night with an superb GM that was not prepared. Ran about 4.5 hours while running one optional encounter and hand waving the event just prior to the final encounter. We also had a first time Society character and one 12-13 year old.
This one was a great evening of gaming. A lesser GM would have ruined this one and if our GM was more prepared we would have been able to get through some of the stuff we missed.
After looking through the module now, a GM being prepared to know who and where all the NPC's are is the real trick to pulling this one off. Player shenanigans made this module a fun murder mystery adventure. I look forward to running this one myself in the future.
The fact that this one isn't about finding the item or exploring the "dungeon" is a refreshing change. All the possible ways the players could "break" this adventure can be avoided with proper GM preparedness.
Running this can not be done in a linear fashion. The GM should know the personality and location of all the NPC's and let the players guide the story. Watching the clock could also help in running this one as some people have stated this adventure usually runs long.
As a note, if you are planning on running this one, get the corresponding flip mat, it will save you a great deal of drawing on a battle mat unless you have everything drawn out ahead of time.
The only reason I downgraded this from 5 stars to 4 is due to the fact of the layout of the module. This site based adventure includes entries at each site for the NPC's at a location but in order to fully play each NPC, the GM has to reference the site based description of said NPC AND the NPC's info listed separately in the back of the module. For a module that depends on the GM knowing everything about each NPC, having to reference 2 entries on different pages really slows things down.