I had the chance to run "Not So Quiet" on a convention, only noticing it flaws while running it. I can't imagine running it anywhere but a con simply because it's hard to follow up on and so isn't suited much for being woven into a longer narrative.
Players did not really buy very much into the horror which may be a bit subtle to begin with. Their explorations did not necessarily follow the suggested outlines or find much of the connections and clues suggested in the adventure. As a clear plus for the adventure is that it did not matter sooo much if you found everything out because getting the players into the ending is not too hard, making it even more suitable for convention play.
On the plus side, the opening scene is very strong and can be staged to great effect. The same is true for the finale which engages players to enter into shared hallucinations and provides some good roleplaying and playacting opportunities.
The layout, as often with "Trail of Cthulhu" releases, is a wall of text divided in columns with little to ease the eye. Illustrations are few and of the very few in there one is even repeated. Maybe one picture in five pages. No visuals for the pregens or major NPCs. The adventure still benefits from the basic framework and structure most "Trail of Cthulhu" modules have which aids GMs.
There are many excellent adventure modules for "Trail of Cthulhu". "Not So Quiet" is below par in comparison to several others but may be of interest for groups which might want to explore the time period of the Great War instead of the usual 1920s fare from "Call of Cthulhu" or 1930s time frame of "Trail of Cthulhu".