Ok I know this is asked a lot but as I've a slightly different situation and there's been a few adventure paths released since I last played I thought I'd ask again.
Anyway, onto the background first.
A group of friends wanted to play Pathfinder (well as they're new to RP they said D&D but we won't hold that against them ;) ) and I really didn't want to GM as I always end up doing that. So I'm going to be a player in a game where the players are all first timers and the GM is a first time GM (she's played several times but never GMed and usually plays 'easier' classes like fighters).
Even though I'm not GMing the GM is leaning on me heavily to help as this is their first time. So I suggested playing the Beginner Box as it's a cut down version of the rules and the GM and players time to ease in before moving up to the full rules.
So the idea is to play through the adventures in the GM Guide, GM Kit, and the Bash set by which time everyone should be comfortable enough to move to an adventure path (I've GMed a couple of these but I can' 'play dumb' for the sake of a good game. :) ).
So, from there we want to jump to the full rules with the same characters (converted using the Transitions PDF and a little common sense) and an adventure path.
So what would be a good adventure path to jump to, that's now to big a leap up to GM and isn't RotR? (I've run RotR more than once and I don't want to play dumb for a whole adventure path).
Also take into consideration that we might have 6 players (most likely 5 but a 6th is possible, but I will take a support char so as not to overpower the party) and they will have probably gained a level or 2 by that point (I might suggest to the GM to hold back XP and make sure the players only get one level through the beginner box so they aren't overpowered for the adventure path).
So after all of that, any recommendations? (spoiler free please, remember even though I'm doing a lot of the background work I'll be a player).