I like the hand-drawn art and think the basic premise is very creative. The design is pretty basic, but it's easy to follow the story and find the information, which is the most important thing. Running the adventure as you intend it would be pretty straightforward.
However, I wouldn't run the adventure as you intend it, because it's extremely railroaded.
Specifically, I would never run an adventure that includes specifications about what the Warden should make the players do. Here, the plot only advances if the players make a bet on the ghost racer. That's a fatal flaw in adventure design (especially if they're then immediately punished for doing the thing you forced them to do, as in this case). If the players are required to take certain actions, you're not running a game for them, you're just telling them a story and making them roll dice.
And that's not fun.
I would recommend going back to the drawing board with this one and think about how to make this scenario work regardless of what the players choose to do. A timeline is a popular tool with many module designers, so that there's a default way things play out and then the players can mess with that.
Here, you could have some other group betting on the ghost racer... maybe some of those xenogoth kids pool their money and bet on it. So then if the players are among the ones betting, that plot arc moves forward, but if they don't bet, or bet on the other racer, things go in a different direction. Maybe the mobsters hire them to bully the xenogoths, or sabotage the race... and then the players have to decide who to side with. Give the players options, don't just lay out a single story they have to follow.