You'll be fine
As the DM, you retain full control over the whole game world, including what spells are available and what they do. All you have to do is be honest and upfront with what rules you're changing before hand (and, if possible, why).
That's as easy as saying "Hey everyone. Before we get started, I'd just like to mention that Alex is interested in playing a darkness mage, so I've renamed Fireball to Voidball for Emomage the Wizard. It now engulfs an area with tongues of searing, dark flame. Everyone ok with that?"
This makes it clear that you're slightly tweaking the game and why. This should help clear up any confusion like "Why can't I find this spell in the book?".
The DMG has a few tidbits on changing spells. In particular, there's a section on page 283 called Creating a Spell. It offers some guidelines on damage, consistency with class themes (eg. no healing for Wizards), and tweaking the dice used. The closest it comes to a flavor change you're talking about is in the opening, where it says
When creating a new spell, use existing spells as guidelines.
Guidelines don't get much tighter than "mechanically indistinguishable".
There is some evidence of explicitly reflavoring a spell in the DMG as well. Take a look at page 41 in the Wuxia section.
... spells need only minor flavor changes so that they better reflect such a setting. For example, when the characters use spells or special abilities that teleport them short distances, they actually make high-flying acrobatic leaps. ... Flavorful descriptions of actions in the game don't change the nuts and bolts of the rules, but they make all the difference in the feel of a campaign.
The DMG is very clearly in support of the DM's ability to change this kind of detail to better support the campaign. The kind of change mentioned in the question, flames to dark-flames, is well in line with this kind of change.
You may change your mind and decide you do want to change some mechanics, such as the damage type. If you're worried about basically coping an existing spell, then you're probably overthinking it.
Sure, it's true that some damage types are more resisted than others across all monsters in the Monster Manual. Changing a Poison spell to Force can have a big impact in some games.
Fun fact: that's totally irrelevant.
You're running a one-shot, and creating the characters for it as well. This means you have a huge amount of knowledge and control over this situation. You know that if you're setting up the party to fight a bunch of Gnolls and Goblins, the damage type doesn't matter because they have no resistances/immunities/vulnerabilities. On the other hand, if you're setting them up to fight a few Devils, then most of the baddies are immune to Poison. Therefore changing a Poison spell to Force damage would have a large impact on that spell's effectiveness in your game. Fortunately, you know all this in advance and can make an informed decision on it.
So long as you don't change actual mechanics, such as the number of enemies targeted, the range, damage type, etc, any cosmetic change you make will be fine. Even small changes to spell mechanics are not likely to break anything.