I am currently running a West Marches style game. In my world there is a particularly troublesome dungeon which certain players are extremely determined to explore. As they are still low level, they have expressed an interest in attempting to take a very large party into the dungeon (they talk of up to 10 players). So far, I have always capped the number of players at 6, but I would quite like to attempt a game with more players to see how it goes.
B/X D&D was written with the understanding that the ideal group size was 6-8 players. It therefore seems logical that it should have been written to accommodate larger groups than we are used to today. The game was also written to cater (almost?) exclusively for dungeon crawl style play - perfect for the sort of game I am hoping to run.
The obvious things to import are the role of the caller and the exploration turn (10 minutes). However, although I do own the red basic rules book, I have no experience running or playing B/X D&D, so I would appreciate some advice from someone who has experience both with B/X and 5e D&D.
What else might I steal from B/X D&D to improve the handling of a large group in a dungeon crawl? What problems might I run into if I do import such ideas? How might I have to adapt them?
N.B. I am not looking for general advice about how to run a game for larger groups. That can be found in this question.