7 Proven Steps to Running a Successful, Fair and Objective CLUB

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7 Proven Steps to Running a Successful, Fair and Objective CLUB/SELECT TRYOUTS:
Step 1: Determine Logistics Before Hand (assuming you already have
fields reserved)
(Remember the 5 P's-- Proper Planning Prevents Poor Performance--and I have
found out makes things go so smoothly--NO HEADACHES)
--What are the Age Group(s) trying out?
--How many kids are expected (ball park figure)--this will determine how many
small-sided fields you will need to set up and how many Evaluators/Assessors you
will need?
--How many evaluators/Assessors do you have? Who are they? A good rule of
thumb is to have at least 1 for every 14 players--Also a good idea for you the
coach or someone ethical and knowledgeable, to act as the "Head Assessor" (only
you should know who this is so as to not have a bias assessment especially if you
already know most of the players) this person will only be writing
observations/comments of the players as they rotate around.
--Do you have some administrative help to check in the players, help you set up
fields?
--How much time do you have for tryouts?
--Equipment--ask them to each to bring a ball, or do you have enough balls?? You
will need lots of cones, flags and pinnies.
--How many kids do you need to select?
--How are you going to notify the players if they made it or thanks for coming but
not this year?
Who is going to do that?
--What are you looking for?
Some Suggestions (besides the obvious CAN THEY PLAY SOCCER):
1. Leadership
2. Coachability
3. Competiveness/Mental Toughness
4. Positive Attitude/Responsiblity
5. Work Ethic
Step 2 Setting up Fields, Check-in and Parent Meeting:
--Meet with the people who will be checking in the players and all the
evaluators/assessors/field coordinators etc. BEFOREHAND. Make sure they know
the process and their role also the administrator(s) know to clearly write the name
of each player and assign each a number (e.g., 1-14) or however many players there
are. They need to tell the players they need to remember their number (if they
forget they will hurt their chances--you will see why as you continue reading.)
(unless you have numbered shirts for them like in ODP!)-(Optional: Have a parent meeting to go over details of the program, schedule etc.
after the players have started playing.)
Step 3: WARMUP (20 minutes at least)
Gather up the players quickly, give the entire group a number of instructions--I will tell them
what to do for the whole warm up up front and then let them go as I observe what they do.
This might just be a jog across the field a few times, stretch, then a second jog a few more
times, and stretch, and then organize into a 5 (keeping possession of a ball) v 2 (who are
trying to get the ball back) in each of the corners of the fields--let them decide the rules-LOOK TO SEE WHAT IF ANY PLAYERS TAKE THE LEADERSHIP ROLE OR JUST LOOK
LIKE THEY ARE GOING THROUGH THE MOTIONS. Then another stretch to finish.
This is very important. This is the first time you will be able to tell whether they can listen and
actually pay attention and follow directions, and if they are motivated THIS IS
COACHABILITY (Disclaimer: I don't mean to imply that if they are hard of hearing that they
should not be considered, I am talking about players who can hear and listen properly.)
In the next part of the warm up place players into groups of 5-7 (each group in different color
pinnies) with 2-3 balls each group and have them do some one and two touch passing back
and forth as they move around the entire field (try to keep the balls moving) that will let you
quickly evaluate things like technical ability and also will allow you to see if there are Any
left footed players?? (remember 95% of the kids are naturally right footed--so when
a left footer comes along -- WE GRAB THEM) or better still players that are
comfortable with both feet are a diamond in the rough!!
Step 4: ITS SHOW TIME! (25 minutes)
The next thing to do is put them into a competitive soccer environment--my recommendation
is to play something called street soccer. Let's assume there are 32 field players at this
tryout. Street Soccer is a series of 4v4 (no GKs) or 5v5 (4+GKs) games with different teams
and different opponents.
Set up three fields that are 40 (l) x 30 (w) yards (space the cones 20 yards apart along each
of the sides--plus 4 cones to make the 2 goals--so you need 10 cones per field). If you have a
couple of keepers at tryouts, set up some of the fields with full sized goals (I suggest you use
flags--if you don't have portable anchored goals--DO NOT MOVE GOALS IF THEY ARE NOT
ANCHORED), and for those fields without GKs use a 2 yard wide goals. Make sure to place 4-5
pinnies on each small-sided field. Place some balls behind each goal.
(GKs need to wear pinnies if they are on a "pinnie team" as well).
Every player should have been previously assigned a number from 1-32 when they checked
in--remind them if they need as you should have a copy of the list by now. Next have them
randomly line up facing you behind one of the 4 cones (I guarantee the kids who know each
other will line up behind the same cone which is perfect). Because now the first player at each
cone will become team 1, and they play against team 2 which is made up of the next players
in each line--they will wear the pinnies. Split them into 8 teams this way and have them play a
5-minute game. Go over rules and the point system then let's play!
GK issue:
If you have GKs some teams may end up with GKs while others don't; 2 ways to solve this
problem, one is to have someone just evaluating GKs and they don't rotate (they stay on a
field with the large goals and GKs--so you may end up with a 5v5), or to simplify matters I
recommend to treat the GKs as field players who can score as well, and they can only
use their hands in an imaginary (or you can use cones or extra pinnies) for a 6 yrd area that
extends out from the endline/goal line and from sideline to sideline. Some games may be a 3
field players + GK vs. 4 field players -- In todays game the GK is a player too--11 v 11 is NOT
10 field players and a GK but 11 field players!! One of the players on the field just happens
to be legally able to use his/her hands in the penalty area!!
Playing Rules (K.I.S.S.--KEEP IT SUPER SIMPLE):
1. Players call their own fouls (you should jump in of course if things get out of control.)
2. After goal scored, a ball is put back into play immediately with the feet (GKs as well)
3. If ball goes out of play over the sidelines--no throwin--it is put back into play with a pass
or dribbling in; also no Goal Kicks the ball is brought back into play with the feet as above; all
Cornerkicks must be short corners/passed in-- not crossed in!
4. All fouls are restarted with a indirect kick, NO PKs. If a ball is handled in the 6 the
opponent is awarded a goal!
5. NO GOAL HANGING/blocking-- on fields without GKs defending players must be at least 3
yards from the goal or if caught by the coach/evaluator/assessor blocking the goal --opponent
is awarded goal.
Point System (Very Important!!)
1. Each player on a winning team gets 3 points because their team won.
2. Plus all the players on each team get 1 point for each goal the team scores, regardless if
they won or lost.
3. If the game ends in a tie, then each player on each team is awarded 1 point for a tie, plus
a point for each goal the team scored.
If a game ends up 0-0, no one is awarded points!
(Example--Team A beats Team B with a score of 4 to 3. So all the players on Team A each
get 7 points, while each of the players on Team B get 3 points.)
At the end of each game, the players can go over to the coach or (evaluator/assessor on their
field) and give them their tryout number and their point total and it is recorded on their sheet,
afterwards all the sheets are turned into the Head Coach to tabulate. (Recomended
Variation: have the Head Coach (or evaluator/assessor) call out the tryout numbers and the
players call out their scores, and everything is recorded on one sheet). Then they sprint back
in and line up behind a cone with all their teamates from the game just played. Make sure
they line up behind a cone. The rule for lining up this way is that each player must be in
line with their teammates from the previous game, to guarantee that they don't play with or
against the same players two times in a row (although sometimes this may happen). Then
repeat the process of assigning teams for the next game!
Make sure to do it differently each time so they don't catch on, and start the next
game. Collecting point totals should take less then 2 minutes, and this is also part of the
players rest period (they can get a drink after every 2 games or after they have given their
scores). But start the next game even if the kids are not ready--that will get them to see the
importance of being prepared--and being responsible for their actions!
Rotate around the fields and observe the play--immediately, you should see who are the top
players (even if there are some weak players, everyone will have to play with and against
them which makes this as fair and objective a process as possible). Does this put too much
emphasis on scoring goals? Absolutely! We want to see who is Competitive and has a
work ethic.
If you play 5 games, the scores will give you a good start on picking your team. Make sure all
of the players understand the significance of remembering their number, the scores, and the
reason why we want them to compete in these games--and you will see them at their best.
Some players may lie, so be a very careful observer -- keep track of the scores--If a player
forgets to give the score when their number is called out--announce the tryout number
again and if still noone comes forward--that is their problem!
Form and Function: 6v6, 8v8 or If players are 13 and older play 11v11 (30 minutes)
After a short rest period, I will now go to a bigger field and larger numbers or if the age is
appropriate 11 v 11 games. Play 3 games 10 minutes a piece--rotating teams. Lay out 3
cones, behind the first all forwards should line up; behind the second the midfielders; the third
all the defenders. Then have the teams split each team into 3 defenders, 4 midfielders and 3
fowards (3-4-3) the most ballanced system of play to evaluate and test players, with alot of
1v1 clashes. No sweeper! Now you can see if the GKs know how to act as a sweeper/keeper-their ability to play with their feet and organize their defenders in front of them, and all the
defenders are forced to defend individually AND work together--forwards are 1v1 most of the
time, as are midfielders--you have it all!! Players not in the 11 a side will play a small-sided
game on the side--make sure to rotate these players onto an 11 a side team, you want to see
them in this environment!!
(One of the things of which I have heard some parents complain about is when coaches make
a decision that a player has met the criteria and is a definite-- they may pull them off one field
and put them on a separate field with all the other top players.)
I don't see this as a problem at the club/select level--especially if you are limited in the
amount of time you have for a tryout and the majority of the players lack their
quality, you shouldn't waste time evaluating a player who you already know has the tools. I
suggest that before you finish, you rotate those players back in on to see how someone else
matches up with them. You want to devote your time and energy to looking at the middle
level players--BUT on the other hand, if I am pretty sure a player is NOT what we are looking
for, keep them on the field as long as possible (DO NOT ROTATE THEM OUT) continue to
evaluate them in the 11 a side!! Give that player as many opportunities as possible to sell you
on their abilities- (giving them very short breaks to rest).
Between the street soccer and the 11 v 11 games you should have a good idea of which
players you want.
Step 5: (Optional if time permits--10 minutes)
Organize a speed ladder. Using 30 players as an example, break them into 5 groups of 6.
They are going to race against each other in 40-yard sprints. Group 5 runs first and the top
two finishers will move up to group 4. Group 4 runs and the bottom two finishers move down
and the top two finishers move up. After each run, this adjustment is made and after 8 runs,
the players should be in groups of players with the others of comparable speed. Group 5 will
be the slowest players and Group 1 will be the fastest (make sure the players know that
the original groups were set up randomly).
Step 6: Cool Down and Wrap up (at least 7 minutes):
Write down what players ended up in what groups, while they are stretching. After the stretch,
it's important to let them know how much their time and effort was appreciated and then tell
them when a final decision will be made and how they will be contacted. It's extremely
important that this be done in a timely manner so that the players who didn't make the team
have the opportunity to find an alternative team if they desire.
Step 7: The Final Selection and Notification:
With some help from other evaluators/coaches, rank each player from 1-32 and the top 14 or
so players make the team (assuming that a "secret evaluator" didn't see something that turns
me off of a player-or I missed a good player). The last couple of spots are not necessarily
given to the next highest ranked players because things like positions/how the players will
function in my system 4-4-2, 3-5-2 etc. and my philosophy have to be considered. If there are
no defenders in this first group (an unlikely situation) then you might look for the highest
ranked defender. Or, if the number 20 player is very raw but has amazing speed, you might
want to take her on as a project. This is not a science by any means. At the club/select level,
taking chances on players who you think have potential may prove to be a waste of your their
and your time. But taking a chance on a player that has a great attitude, but not a sharp tool
may prove to be golden!!
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