Pick a simple goal or idea for your AddOn. It's often a good idea to just make an AddOn that only opens a window or prints a message to get started, especially when everything is new for you. After that works the way it should, and you have learned everything necessary to make an AddOn work at all, you can move on to adding one piece at a time toward your goals. Writting software in general is often a never ending process because you can always think of something new to add or improve.

Functionality is the heart of these guides, what you are really paying for.  There are a lot of aspects I could look at with regards to functionality such as; questing path; quest progression; addon user interface; bugs; performance and many more.  All that we are concerned with are questing path (speed) & user interface.  All the other aspects aren’t worth comparing as both wow guides are light in terms of system usage, both have very few bugs, and both update your quest progress in real time.
Workaround as a player is simply to skip forward past that step in the guide, at which point it has steps for the other quests. I'm still on Bleakrock as that character, so I don't know if a duplicate "begin the evacuation" step exists after you've found all the missing people. In either case, just don't talk to Captain Rana about evacuating until you've completed all the other main/sidequests on Bleakrock, which are listed at the UESP link above.
Bonz has the upper hand, as his Zombie-Type monsters gain a 30% ATK and DEF bonus because of the Graveyard Field, and when they are destroyed, they just regenerate, and become even stronger from "Call of the Haunted". However, when Yugi and the gang arrive, Joey manages to figure out the Zombie's main weakness and that is their DEF is 0. Using "Shield & Sword" to switch their ATK and DEF values, Joey wins the Duel. Bandit Keith then locks the gang in, double crosses his three companions, and enters the Duelist Kingdom Finals after taking Zygor and Sid's five Star Chips by force.