As Tim B pointed out, discussing with your GM is important. You might be asked simply not to play, if the confidence in your RP isn't high enough. Or you might be told that they don't expect any problem because they have complete faith in you. You might be told they might tweak a few details (and you should probably suggest this if they do not).
But one option that, as a GM, I might go for, would be to invite all the players to metagame the crap out of it.
So all players are welcomed and encouraged to get a copy if the module. Say we're playing "Keep on the Borderlands", for the Nth time. Everyone knows it by heart.
Your characters are now RPG players who were playing Keep on the Borderlands, who find themselves transported to a tavern, as characters eerily similar to the ones they were playing. You now have all your in-character knowledge, and you also have all your OOC knowledge at the point of starting this game. In your packs, you also find copies of the module, so you can refer to it at any time - but this counts as an action. But soon you discover that some things about the world have been strangely changed, as if the GM knew what you know, and has changed some of the details.
They can play genre-savvy! They can use all the insider knowledge they've learned in the past, as if they were guided by prophecy... but they can never know how reliable the prophecy is, because the GM can change things at any time. But some of the changes should still let them extrapolate and use their metagaming facts "Oooh, he's flipped the map of this cave! Check the EAST wall!"
It'd make a pretty lousy campaign, but could be an awesome one-off "holiday" adventure for an experienced group.
As a player, the most important thing you can do, though, is to communicate.
Make sure everyone, not just the GM, knows that you know the module, which explains why you won't involve yourself in some decisions.
You know the punchlines, so while your eyes can twinkle as the setup is given, you shouldn't give it away, nor even hint at it "did that old lady look funny to you?" - you will get to delight in the payoff secondhand, watch as it's delivered by the DM and received by the players.
Where possible, set up "standard behaviors" with the GM; say that you search all rooms for secret doors unless stated, check all doors and chests for traps, always pick locks before forcing, always camp at night, light a fire, and guard in these shifts, always hide your halfling behind the barbarian, etc.
This way, you've no temptation to make an exception to specifically search that one room with the altar... and if you fail a perception roll, you won't have the temptation to say "someone else might want to search that altar too, just in case".