I'm afraid I can't offer anything near 10 pages. But I would like to offer a few suggestions.
#1: Use your Herald and use it well. I wouldn't consider KiY to be the most difficult expansion, but it has a lot of very dangerous aspects to it.
#2: Take Elder Signs out of the Unique Item deck. This forces investigators to work together to decide who is picking up clues for the next seal.
#3: Give your new investigators a few extra clue tokens, or start them out with a Blessing. If you've removed the Elder Signs from the Unique Item deck then you've essentially taken the randomness of getting an ES out of the Unique Item deck and put it into the hands of your investigators directly with clue tokens.
#4: I've never tried this and my gaming group would likely kill me if they read this but; stack the Mythos Deck. You could try doing a few turns of this which would allow you to controll the difficulty for a few cards throughout the game (obviously don't stack the entire deck). You could make sure a nasty rumor gets into the game early on or make sure that gates open at all low prob (teir 3 locations, instead of tier 1 (Woods, Witch House, Indy Square & Unvisited Isle)). If you keep gates off of those locations for a few turns you can slip your investigators some clues without it looking like you're buffing their investigators too much.
#5: Give the newer investigators an item set from the Unique and Common decks and remove their random draws. This allows you to give one of your new players a "kit" to be a monster killer (and who doesn't like rolling tons of dice and killing monsters?) or a gate diver.
#6: Make sure that powerful investigators get into the game. It's common knowledge that the most powerful ones are in the base set (with a few exceptions), so instead of randomly drawing, just make sure investigators like Mandy Thompson, Carolyn Fern and Darrell Simmons are dealt to players.
#7: During every Mythos Phase resolve a Mythos card and then draw a second card placing a Clue Token in the indicated location. Then discard the Mythos card without using any of the other text, monster spawns or gate openings.
That's all I can think of for the time being. I'm sure there are a few other clever modifications that you can make to the rules given you have KiY along with the base set that will make things particularly 'black' without making them too black. Sometimes following the rules to the letter and not helping your team with playthrough advice makes the game hard enough as long as everyone playing is OK with that.
Thanks for reading and I hope this helps.