DreamKing, I don't think this is a good practice. Basically it will perform checks all the time until you start this quest, thus slowing down your CPU. Probably you wouldn't notice the difference but since it doesn't seem neccesary I would personally try to avoid this.
I'm a noob myself but I'll try to help.
First thing is: look at the Quest Stages Tab, click on the last stage where the quest is marked as completed and look to the right of the "Complete Quest" box. There you can apparently choose Next Quest. So use it. Maybe it's there for different reasons but if not, it must be the easiest way, so its worth trying.EDIT: I checked in the wiki and it's not working: "
Next Quest: This dropdown is currently not used in the game code."
Now if it doesn't work you need to use script. Your quest probably ends with a dialogue (e.g. when reporting to the quest giver) but basically whenever you have put script that completes a quest it's OK. It shouldn't be hard! If you have something like
GetOwningQuest().SetStage(50)
where 50 is an example of the stage that completes the quest, you should write below something like:
MyQuest02.Start()
Or, if you set your second quest as "Start Quest Enabled", you should write something like:
MyQuest02.SetStage(10)
Of course you don't really have to start the quest the same moment as you finish the previous one. It may be anywhere later in the dialogue.
Let us know if it worked, I actually haven't gotten to that point in my mod-making.
PS. I wanted to paste some links but I can't. I "don't have permission". Why? Anyway, check Creation Kit dot com wiki for various functions and stuff like that.