Welcome to Roll20 and ttrpgs Vincent, I think it depends a lot on you and your players. If you've got a story idea and your players are interested in it, then go for it. If you don't have an idea or haven't ever built a story idea into a full blown creation like a campaign use one of the pre written adventures. Roll20 offers the Masters vault as a free introductory 5e adventure and while I haven't played it, it has been well reviewed. There's also the lost mines of phandelver which you can purchase for a similar experience. Really though, in my opinion what pre written campaign or module, and even which rpg system, you decide to go with depends a lot more on the kind of story beats you and your players want to play with than it does on your experience level. Want to do an epic planehopping adventure, go with the new descent into avernus. Want something a little more classical fantasy, go for storm king's thunder. Want a pirate or swashbuckling adventure, go for saltmarsh. Each of these starts at level 1 and goes from there which should give you and your players plenty of time to get used to your growing capabilities. Even if you run a pre written module, you aren't tied into following the module to the letter, or even for the whole module. Maybe your group gets inspired by some minor piece or you think that a story beat should be different. Regardless of how closely you follow a prewritten adventure or how Homebrew your game is, the biggest key to gming well, and enjoying it, is preparation. Know what's going on in the game beyond just the next emcounter, what rules you need to be ready to know, what your players are capable of, and where the story is going. In these forums we can help you with how to handle these tasks using the Roll20 platform, but the better places to ask general gming and rules questions are internet forums dedicated to how to play ttrpgs like the rpg stack exchange , or the subreddit for your system or general RPGs (e.g. r/dnd). I hope that helps, and happy rolling, Scott