Blackmoor, eh? One of Greyhawk's more curious curiosities...
While they were originally created for Dave Arneson's version of Blackmoor and not the version that appears on Oerth, I think that the old mods 'Temple of the Frog' and 'The City of the Gods' are useful additions to the campaign. Of course, many people don't like the inclusion of sci-fi elements in their fantasy campaigns, but I'm not one of them. Incidentally, Code Monkey Publishing has released a new version of CoG for the d20 system. While the new version is not as comprehensive as I would have liked, I tend to think it's an improvement on the original version at least in some ways.
There were also two Blackmoor-based mods released during the last few years that Paizo controlled Dungeon Magazine, but at the moment their titles and issue numbers escape me.
For running Blackmoor, I would advise having a look at Judges Guild's First Fantasy Campaign, which basically lays out a lot of details pertaining to Dave's campaign. It's rather disjointed and hard to follow sometimes, but it's a treasure chest that'll help you develop your own version of the area, for sure.
Labyrinth Lord will work well enough for your purposes. If you want ideas on the ways the rules were developed from Chainmail, you could have a look at Dragons at Dawn (Here's a link to a review on RPGnet). It's basically a game reconstruction that assembles various rules that were used during Dave's games and tries to make a workable game system out of them, as a "what if" scenario of sorts.
Obviously, you could have a look at Supplement II Blackmoor for the specifics of the rules supplements as added onto the original game frame after the fact.
Along with the old modules already alluded to by the other posters, you have a wealth of material to pick and choose from, if need be. You'll be able to customize your campaign from there to suit your and your players' specific needs.
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