It's a good bit too early for that. Telling the party all about what they're going to run into hours [i]before[/i] they're liable to run into them kinda defeats the purpose of adventuring. It's like reading the module before you play it. The most apropos time to define the potential tricks and traps in a dungeon is shortly before encountering them. Too long before, and you spoil the players. Too long after, and you gave out worthless advice.