Knowing your group is more important. Take something like the recent Tomb of Annihilation module, it spends a lot of time in the early game wrapped in the intrigue of this city and these merchant lords, and while it may be more nuanced then your average homebrew, most players I've met think its boring and want to get "to the point." That doesn't make it bad content, but it might be bad for a group that wanted to explore the jungle and fight dinosaurs.
When reading a module, you really have to know how your players might respond to it. Even if you're playing with strangers, you'll come to realize what they like and what they don't as you play the game. If your new you should trust the module, but don't blindly follow it. Critique it as you read it. "This villain should be more interesting. This encounter should be more dangerous."