Very Good Campaign For Pulp, But...
Overall I think this is a very good campaign for a Pulp Cthulhu run, but I feel like the genre still hasn't realized it's full potential. The plot is interesting, but it seems more rail-roady than it needs to be; a more "Masks of Nyarlathotep" sandbox approach would have made this a truly great campaign. True, there is an illusion of player choice, but the players are pretty much constrained to do certain things, and the fact that some of the scenarios can be skipped without completely derailing the adventure smacks more of poor editorial control than player choice. The threats, once identified, are fairly predictable, and really the players simply become a sort of pawn in a three-way power struggle that it's hard for them to be truly invested in. Still, there is a lot of action-packed adventure, and the very first scenario starts off in media res with a literal bang, so the players should have a rollicking good time, even if they do feel like they're being led around by the nose by the end of it all.
What all Pulp campaigns really need is a sense of mystery and adventure that makes the players feel like they are in an Indiana Jones movie -- you never know what's going to happen next, and the threats keep changing just when you think you've got it all figured out. Plus, at the end, there's a bit of mystery there that you'll never unravel. Unfortunately, too many scenario writers think you have to completely wrap everything up in a nice tidy package instead of leaving things open and leaving a touch of mystery about things (which, after all, "man was not meant to know").