I'm liking it, but I'm not really good at making my own adventures.
You may want to use some published adventures while you get used to the role of GM. In the meantime, may I offer a few suggestions:
1.) It's easy to give the players what they want, but hard to take it back. Never satisfy all of their characters' desires; instead, keep them "hungry" for more. As an example, I once ran a game where one of the players wanted her character to have a griffon to ride. She set out on a quest to find one and (voila!) had a griffon. If I were running the same situation today, I'd have strung that out over five or six adventures. She would need to seek out the region where they could be found, find someone who could help her tame and train it, acquire the rare and exotic saddles and other gear needed, and actually capture a fledgling griffon. Additional adventures would follow, as consequences of her actions. I could have built that simple request into a season of campaigning.
You get the idea. Always think of what will happen after they get what they want.
(Many published adventures are awfully free with gold and magic items. A good rule of thumb is not to give out any magic item that you haven't thought of a story for. The item doesn't have to be powerful, just cool. Instead of a party with three +1 longswords, have a party with one cool sword. As an example, they could find the fell blade Exemplar, the ancient weapon of General Stromgild, who weilded it against the White Aelfen host in the War of Althis. This weapon of dull grey steel, set with jet, is a mighty.... +1 longsword, but it has a story, which means it can be cool without being overpowering.)
2.) Think in terms of how stories are structured. Everything has a beginning, a middle, and an end. Remember, the PCs are the heroes of the story, so write adventures with an interesting hook (Beginning: What inspires the PCs to act? What goals do they have?), a series of challenges/difficulties (Middle: What obstacles do they have to overcome?), and a sense of conclusion (End: What will result from this?).
3.) Heroes make hard choices. Present the players with decisions to make: Do we chase the bandits or help the merchants? Do we trust the princess or believe her guards' muttering that there is something wrong here?
3.) You will make mistakes. Don't worry about them.