The main tip I can offer is that, whatever the player does, they should always be able to solve the adventure. You want people to play the adventure so don't force the player to start again. "Oops, you stood on a mine and are now dead - do you want another go?" is, in my opinion, NOT the way to do it.
Cover every avenue that the player might take. In "Ticket" for example, there are two ways of keeping the dog out of the way. You can either put the lead on the dog and tie it to something or you can talk to the dog and tell it to "SIT". However, due to the way the dog is implemented, if you put the lead on the dog and then try talking to it you will find that the dog ignores you. It is as though putting the lead on, makes the dog deaf. This is not acceptable.
To provide some more examples of "what not to do" I'm going to poke holes in Timeline. If you haven't tried it, this might "spoil it" for you.