I run it real simple. The moment you set one foot within city or hovel limits, you get your xp for treasure and your henchmen assume that its time to divide the loot. After division, there's living costs (room & board), I use an AD&D rule for B/X that means learning new spells costs 100 gp/spell level in inks, there's sages to consult to identify magic items, then usually if its a big town and the PCs have stuck around, the tax collector or some local species of official will want to try to finagle them out of some of their reward, then there's hiring bonuses for new henchmen, new supplies, occasionally equipment if they are not already fully stacked, definitely Raise Dead costs if they lost someone, and absolutely no magic items for sale ever. This keeps their immediate coinage down to manageable levels but they do strut around with jewelry worth multiple hundreds of gps each. The Bag of Holding in B12 yet exerts its dreadful toll. In general, players will start buying up new horses, pack mules, maybe some solid property if they want to do magical research (which also costs a lot of gp) etc. etc. etc.
EDIT: Hello and welcome btw!