I'm going to say that before you start trying to recruit people, ask yourself whether this is something you really want to pursue.
First, open source development isn't going to give you anywhere near the time benefits you expect. Software engineering should never fall victim to the fallacy of the man-month. Open source development can be very efficient in games like Stone Soup or Nethack where the majority of functions are present and the bulk of the work is in adding new levels, creatures, items and races, bugtesting, and balancing (this is already present to an extent in DF via text file modding). In a game like DF where the majority of development is due to feature creep, multiple developers would inevitably lose some efficiency due to stepping on each other's toes.
Second, developer teams aren't easy to assemble if you aren't willing to pay. Unless you've got some big titles under your name, don't expect experienced programmers to flock to your cause.
Even if you are able to assemble a crack team able to work together for a number of years and it results in a massive reduction in development time (i.e. creating the game in five years instead of ten), you've now spent every waking hour for five years of your life to re-create a game that already existed five years ago. If you are willing to pour that much of yourself into a project, why not go with an original idea? Successful game development is rarely born from "I like game X, but game X doesn't have blackjack and hookerbots. I'm going to completely re-create game X but with blackjack and hookerbots." You might try to argue that the strategy is "like a more polished version of game X", but that really only works for companies like Valve that have overwhelming resources at their disposal, and you probably don't have that. For an independent developer, the best bet is to find a gameplay concept that you like and to construct a game around that.
edit: If you are Gabe Newell, get back to work on Episode 3 you gluttonous haberdasher