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Construct. It allows you to make just about anything in 2D without much programming skills. It does teach you some decent programming tricks and stuff, but since you're really trying to figure out how to organize a project, it sounds like something you could use.
Assembling a team of anything in the indie gaming world is difficult. Especially when you're not paying them. It's pretty common to make your first game a bit overambitious. OK, not that common, but that's what I'd expect from DF players
You have to rely on doing everything yourself, or at least do enough for people to believe that it's not vaporware. You need to take at least a programming or art role to show something in the first place. Depends on the type of person you want to hire. Not many really want to work on another person's idea, so you'll have to convince them that it's worth it and you're not going to abandon it in the middle, and even if you do, they'll get something out of it.
Like they said, a design document is vital. At the very least, write down everything you want to do in a list. Otherwise, you'll get confused about which to do first. Toady's the best I've seen at sorting out his priorities, you should at least imitate his style.
Once you do that, try and tackle the priorities one by one. If you feel you need more experience, find an easy part of the game and make a game based on training your skills in that part. You could even make it a prequel or something in another part of the world if it's suitable for your game.