I have a fondness for "Twilight's Peak", which I ran as one of my first GM'ing experiences. I know I didn't do a very good job running things, and I got impatient and skipped a lot of stuff, but in more adept hands it would be a cool adventure for mature players who don't require a lot of shooting to have fun but conversely are ok with killing if necessary. The "hook" is that you need to collect enough money to repair your ship's Jump Drive - it's a Far Trader (J2) but can only make J1. There is a legend of a lost shipment of <something valuable> that you start to collect clues about in hopes of finding and selling stuff.
The brand-new MGT "Secret of the Ancients" campaign is one of if not the best Traveller adventures I've seen in terms of being able to run it the way people run adventures in other modern RPGs. This is ironic, because the CT SotA adventure was really little more than a lead up to a long NPC monologue, and was IMHO more designed to be read than played. If you are used to (and like) the way modern RPG adventures work, MGT SotA is a fantastic start, as are the various Avenger products (One Crowded Hour, Type-S, etc.), though those aren't CT.
Another non-CT adventure you can probably find free out on the webz is the old T20 "The Linkworlds Cluster". It's a very decent introductory campaign that runs a lot like a computer RPG (fetch quests that ultimately lead you to a big treasure) so will probably be very comfortable for most players.
But back to CT adventures:
Research Station Gamma is a good CT adventure. The adventure has the potential to be quite epic, but if you go by the book, you'll spend months kicking around the local town trying to find clues, then more months floating around at sea in a diesel submarine (of all things) trying to find this research base (and dodging pirates! LOL), then a dungeon crawl through a mapped but not-well described base, and finally a denouement worthy of a Neal Stephenson book (that is, you'll want to write your own ending).
HOWEVER, if you can spend the time to adapt RS:G into an adventure, it can be a lot of fun. But you'll need to pour your own personality in to it, because it has very little of its own.
I like "Death Station" quite a lot, and hope to get a chance to play it soon. (Maybe Halloween?) With only a little imagination, you can easily turn it into "Deadspace" (the video game) or other similar haunted house/horror scenario. (I"d actually not be surprised if "Deadspace" was inspired in small part by "Death Station", though of course with modern sensibilities it's considerably more "gross-out" than "Death Station".) However, the descriptions are pretty down-played, there is not much "fluff text" to help set the mood, and you need to think a little outside the box a little to get the most from the adventure.
That's the main problem IMHO with most CT adventures I've seen, at least from the modern gamer's perspective. They are very much a "toy box" of characters and settings that require a GM to digest and reconstitute into a gaming experience. I admit that I'm a lazy GM, and sometimes I don't have the energy to both work up and run some of the CT adventures to their full potential.
Some other CT adventures I've read or played:
The Sky Raiders adventures seem very well put together and don't suffer as much from the "here's the outline, you color it in" syndrome of many CT adventures. I own copies of all three of them but have not had the chance to run or play them. The first one is a rip-roaring "Indiana Jones" pulp adventure with ruins, bush guides, hostile (alien) natives, a well-funded bad guy and the beautiful daughter of a missing but brilliant archaeologist. The second one is a mystery set in a more civilized locale, and the third one is a Lost World scenario of sorts. All very "pulp" in feel and execution while still being Traveller in style. Also each is a multi-session adventure, almost more of a mini-campaign in its own right.
In "Shadows", you have to find a way to disable an ancient alien anti-ship defense installation that has come to life after a seismic event and nearly shot down your ship as you were lifting to orbit. The catch is that the atmosphere is corrosive, and you only have a few hours before your Vacc suits are compromized. There are critters to fight off and physical hurdles to overcome, as well as at least one mechanical puzzle to solve.
"Exit Visa" is a short largely table-driven "programmed" adventure that could become a hopelessly boring drag if played too literally, but has a lot of potential. The basic setup is this - your ship has been denied the right to depart because of some unspecified anomaly in the ship's log. The captain has been involved in some shady dealings, so this problem isn't going away on its own. You have 1 week to sort things out through admin/bribery/violence or whatever. The adventure's text takes the form of a series of contacts that can help or hinder your access to the Exit Visa. Each contact usually leads to one or more other contacts, and you can only meet one contact at a time, and at certain times of day, etc. The "programming" of Exit Visa is very clever, but to make a memorable role playing experience might prove challenging.
Double Adventure "Mission on Mithril"/"Across the Bright Face" is for players who are the sorts who relish traversing the face of a hostile world in an ATV to scout out some Areas of Interest. The other adventure in the double adventure (Across the Bright Face) is another wilderness trek, but this time you are on the run. They both have an odd "turn procedure", where each "day" is played out in a wargame-like sequence of events. These adventures I think would play like a very different sort of RPG than most are used to, and are almost more like Role Playing Board Games.
Trillion Credit Squadron is not so much an adventure as it is a wargame campaign. You build a fleet (worth 1 trillion credits, naturally enough) and duke it out over an isolated group of star systems in the Reft sector.
And that's all I can think of at the moment. Hopefully this will help guide you in your CT Adventure quest.