The plays
Every play solves one real problem in numbered steps. Filter by pillar or search for what is in front of you.
- Play 1: The board transition handoffMove what the outgoing board knows to the incoming board before it walks out the door.
- Play 2: Running a board meeting that ends on timeAn agenda, a consent calendar, and a chair who watches the clock.
- Play 3: The 60-day renewal sequenceFive touches over 60 days that catch members before they lapse.
- Play 4: Winning back lapsed membersFind out why they left, then ask them back with a reason to say yes.
- Play 5: Building a sponsor package that sellsTiers built around what sponsors want to buy, not what you want to sell.
- Play 6: The event budget before you book the venueKnow your break-even attendance before you sign anything.
- Play 7: Reading your monthly financials in 10 minutesThe four numbers to check every month, and what to do when one moves.
- Play 8: Setting a reserve policyDecide how much cash to hold, write it down, and get the board to vote on it.
- Play 9: Choosing an AMS without regretRequirements first, demos second, references always.
- Play 10: Your first 90 days as association managerWhat to learn, who to meet, and what not to change yet.
- Play 11: A social media calendar your volunteers can keepTwelve weeks of posts, planned in one sitting, that a volunteer can run in 15 minutes a week.
- Play 12: Building a community members actually show up forGive members a reason to talk to each other, not just to you.
- Play 13: Running a committee that gets things doneA clear charge, a short meeting, and an owner for every task.
- Play 14: Handling conflict on the boardSeparate the issue from the person, and settle it before it splits the board.
- Play 15: Recruiting your replacementFind, invite, and prepare the person who takes your seat, so the role does not die with your term.
- Play 16: Managing volunteers who have other jobsSmall asks, clear deadlines, and thanks in public.
- Play 17: Saying no without losing the roomProtect the board's time and budget without making enemies.
- Play 18: Working with staff or an AMCClear lines between what the board decides and what staff runs.
No plays match that yet. Try a broader word, or pick a different pillar.