
ranmyaku262 |

Carrion Hill isn't a bad starting point. It seemed fairly interesting overall.
My first Pathfinder campaign started with a free module. I forget the name but it was basically "party goes to tower to get loot, party goes upstairs for loot, party fights crazy druid with scythe"
I haven't personally run either but those are the ones i picked out to help someone start off.
Personally I've done custom stuff since the beginning, but you have the be ready to do a lot of worldbuilding ahead of time as well as make sure your players are ready for a long-haul campaign.
I really only gave those modules as the person looking into DMing wanted to do it but kind of didn't like putting effort into building encounters as well as being a fairly weak roleplayer overall.
I have nothing against modules but if your party is greater or less than 4 people and aren't the pre-built characters for the module you will need to modify the encounters. All the modules assume 4 PCs who are the standard Fighter/Cleric/Rogue/Wizard combination.

Aniuś the Talewise |

Hollow's Last Hope, then follow it up with Crown of the Kobold King
That was what I was going to do last time I organized a game with myself as DM. (then the group exploded before we could even begin but let's not get into that)
You could also run the modules in the beginner box (but with full-fledged pathfinder rules) as practice.
Playing a module against yourself (no fudging) is also possible for practice and familiarizing yourself with rules systems. Also good for learning how to avoid metagaming. But it's also double the work than to just gm.