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!!