The two most important considerations in my experience are Player Knowledge of the Setting's Timeline, and Change resolution.
Several minor considerations as well exist - Paradoxes, Languages, Mana Levels, Social system changes... but those are secondary.
Player Knowledge of the Timeline
Time Travel in fiction is axiomatically about changing events in the past. The question is, whose past? In a D&D game, players may have only the vaguest sense that the world even has a past, let alone what it is. In a near-future Earth setting, players should have at least some concepts of the timeline. In a Traveller 3rd Imperium game, players can look up key elements easily, but there is little support for actually running back in the early days. (Milieux Zero was badly flawed - and one of the most cited reasons for the ultimate failure of T4, as it was set in the "past" of the OTU... and had the same maps and populations as the 1000 year later main setting from earlier editions.)
When players become unstuck in the timeline, it's very easy to get lost in differences between GM knowledge and player knowledge. Lack of knowledge even figured into the plot lines of some of the non-game time-travel fiction: Voyagers!
If some event in a fantasy timeline is to be changed, it needs to be both iconic and tied to character motivations.
Alterar resolução
If players are mucking about in the timeline, they've got several potential reasons to do so... to undo some error in their own actions, to see what might have been, to escape a timeline that either bores or oppresses them... or because it's simply the conceit of the game, such as games based upon Voyagers!, Quantum Leap or Sliders, where not everyone along is intentionally so.
For those who are looking for changes, figuring out what changes happen because of the PC actions is a strong point of argument for many players. It touches on both "Elastic Time" and "Thread-hopping Traveller" elements, as well as "If I can go, so can they." It also can be the "Nail Mission From Hell," and the more commonly known "Butterfly Effect." (See Ray Bradbury's "A Sound of Thunder" for the origin of the term.)
Elastic Time
No matter what you do, the timeline adapts to minimize your changes. You go kill JFK in 1958 to prevent the Bay of Pigs, RFK becomes president and gets assassinated at Dealy Plaza, having authorized the Bay of Pigs. You kill John Wilks Booth, and a drunken prostitute assaults President Lincoln, fatally wounding him, right after the play. Or just before.
In an Elastic Time game, it really doesn't make a whole lot of difference what the PC's do - when they get home, it's status quo.
Thread-hopping Traveller
The Thread-hopping Traveller is an odd phenomenon - Dr. Who is the archetypical example. The Time Traveller who knows lots, but is never certain what he's going to find after any time jump, because wherever he is, he wasn't, and he might never hit the same strand of time again.
It's a core element of both Sliders and Dr. Who that the Time Traveller is constant, and the universe is not... but the two have different means and understandings. Each jump is, essentially, to a different pocket universe, and so the effects of mucking about are pretty immaterial... unless you have some means of getting back.
Efeito Borboleta
When they get back, nothing is the same. Even the tiniest changes have massive and far reaching consequences. That smoke Joe lit up in 63 AD caused an Italian hurricane in July of 64 AD, preventing the fire of Rome... the heat from it disturbed the chaotic system and that grew over 18 months to cause a strange and unseasonable storm that left rome wet-but-standing. That butterfly Jill stopped from feeding in 152 BC didn't make it, and so there are now almost no ravens in 1960. And because of the lack of ravens, lots of bears and thus people starved, making the western conquest of North America a pushover, forcing the Mormons to flee the US to Siberia, rather than Salt Lake City...
Or, killing one guard in Babylon results in all the jews being put to death, rather than enslaved, in the Babylonian Exile... No Jews, no Christians, No Christians, and almost all post AD500 history is null and void. Islam also is fundamentally changed, if it even comes to exist.
Butterfly Effect is also at the heart of many time travel stories, but it is, most fundamentally, a reason to never return from the past - because anything you do ruins your timeline so badly that it's essentially a different place.
Nail Mission from Hell
A nasty variation on either elastic or butterfly effect timelines is that accomplishing something can be extremely hard, and/or require multiple precise changes with many return trips.
In some such stories, the return isn't a return - merely an info-dump into the past from a future where the protagonist is about to die. A Star Trek: The Next Generation Episode used information-only time looping; Data had to break the time loop by sending messages back to himself. Great as fiction, lame as a game mechanic.
In others, one has to go back, and make a single precise change. Talk to no-one, just whack the needed guy, and get out.
In still others, on might be stuck until some element of the timeline is fixed - the whole premise of Quantum Leap is that he becomes unstuck the moment he fixes the timeline.
In the Nail Mission from Hell, one has not only the issue of player knowledge of the timeline, but also getting the clues on how to succeed into the players' hands.
Paradoxo
Paradox is when you do something that makes it impossible for you to have done that same something. The classic example is the Grandfather Paradox: You go back in time and kill your Grandfather before your parent was born, and you immediately cease to exist, and thus haven't killed your Grandfather. Another is snagging an A-Bomb an blowing up the Manhattan Project while it's still in Chicago.
In Elastic Time, the Grandfather Paradox resolves by simply having your grandfather have been cuckolded... the man you thought was your grandfather never was, but the milkman knocked up your Grandma. The A-bomb gets developed by someone else and due to bad placement, most of the city survives.
In Butterfly Effect, your arrival alone alters things drastically, so you might cease to exist upon return, or even fade out like Marty in Volta para o Futuro.
Even in middle of the road settings, many time travel theorists posit that you can't create a paradox - fate will prevent you from doing anything that would cause a paradox - the A-Bomb fizzles, You merely wound grandpa who miraculously recovers and sires mom.
In Thread-hopping, go ahead and kill Grandpa - it doesn't affect you, because you don't affect your own past, but some other timeline, where you may yet exist, or not, and so in a literal sense, tho' you have the same genes, he's not actually seus grandfather, just the man with the potential to sire another you.
Idiomas
We don't actually know for certain how most pre-modern languages sounded. We can guess, but guessing wrong can be fatal for a time traveller. If I go back even to 1960 and ask for a cell phone, I'll be presumed to be either a monastic or criminal wanting a phone in their cell. In 1700, I'll be considered a madman speaking gibberish. In 1700, a computer is a person rather than a machine. At best, people from 1700 would think my accent strange, even were I to be in an area speaking English - many words have changed a lot in 300 years. The best examples are old rhymes that no longer are.
This is the single-most overlooked time travel stumbling block overlooked in fiction, and it's also frequently overlooked in gaming.
If making accidental time travel, or one-way, it's occasionally fun to have the players have to learn the local langage the hard way.
If Time Travel was planned, it's best to either have some variant on the babelfish or a universal translator as an implant, or to otherwise render it null, because usually, it's not that much fun, especially not every new jump.
Conselho Final
Make certain your players are on board with time travel as a game conceit. Especially since you're looking at D&D. Make certain they know when they're going, why, and what the historic matter is that they are going to change.
And pick a semi-resilient timeline - one that ignores minor changes, but major items can be readily done as simpler nail missions. Have paradox prevention be part of the timeline - anything that would result in paradox simply fails. And when it doesn't fail, it rebounds. Kill enough Grandpas, and turn granny into a roundheel... but you still exist. Kill both granny and grandpa, and mom was adopted anyway.