When I run games at conventions, there are a few guidelines I use. The first is that the scenario I've chosen to run is exciting. Nobody wants to try a game they're excited about at a convention, only to have the GM run a boring encounter. I want you to fondly remember the events of the Con. In Dinocalypse Now, you've got dinosaur-riding gorillas from another dimension invading the good old US of A! That's a plot players will remember.
The second thing I look for is simple pre-generated PCs. While there is something to be said for letting people make their own characters in a system they want to try, it's not an ideal situation when you have a four-hour time slot and want to fill it with as much action as possible, and you never know if they're going to fit well with the scenario as-planned. Dinocalypse Now comes with three sample PCs, generated to allow room for player modification in-play. Author Brian Engard picked good archetypes, too: the Two-Fisted Detective, the Silver-Tongued Archaeologist, and the Clairvoyant Scholar. I would have liked three more to fill out the table, but it's pointed out you can make more just by varying the characters a bit.
Lastly, I want a concise beginning/middle/end to the scenario, and here is the only weak point of the module. The potential Goals and Missions the characters can choose are only a tip of the iceberg of possibilities here; this is because the adventure is a tie-in for the novel, so the main action is focused there. I think with a more obviously dramatic end point this would be an easy Con scenario to run. It's really better used as the launching-off point of a home campaign, and if I was purely interested in modules for that it would be a solid 5 stars; sadly they won't let me leave 4.5 stars, because with the addition of a more obvious target for the player characters, this would be a slam-dunk.