There are a few sneaky surprises that caught up on me part-way through developing.
One of these was the filing system.
When you buy a game you don't see hundreds of images, textures and sounds in the same folder as the executable. Rather they are sorted neatly into folders with sensible names like "Textures" or "Sounds" Planning this is key to good developing. As is planning how you get models from data files into the game files.
Be specific and make a document that communicates this clearly to team members. Have a look at my sheet to see what detail I went into. Things like:
Contents of data files
You can also plan a time-line, but I would advise waiting until you are well into the project. There is nothing worse than having to rush to meet a dead-line, and having to go back later and fix up a programming botch-job. Pretty much everything takes longer than you think. I had planned for my game to be finished in about a year, now, coming up on it's second anniversary, there's still quite a bit to be done (but the end is in sight).
Also plan out communication with your team members. IRC
is a good system, as is file-syncing with a system like dropbox
. Setting up a website is a good idea about now.
The next three steps should be done at roughly the same time. With you doing the third, as bits of the other two are done by others.