If I decided that I didn't want to do this as a solo project, how would I go about trying to put together a team of people who actually know how to translate my vision into something tangible and are willing to do so?
The main thing is actually being able to communicate that vision to the other person, which means having to pitch it to somebody. The amount of stuff you need to be able to convince someone will vary from person to person, but some things to consider are:
- High concept of idea: 1 - 2 pages describing your idea without going into too much detail. Could even be a lot less, if the idea is compelling enough.
- Concept art/sketches: Showing a rough "feel" or layout of what you want, either in terms of visuals or in terms of gameplay mechanics, etc.
- Design document: A more detailed document, describing how most of the game will work.
- Prototype: A simple version of your game, to show what your general idea is (e.g. focusing on a single, unique game mechanic, showing off a cool level layout or enemy behaviour, etc). This might sound like a demo or alpha thing, but I consider both a demo and an alpha to be a lot bigger.
- Qualifications: Some people might only be interested if they believe the project will actually go somewhere. This involves them trusting that you (and the rest of the team you've assembled so far) are capable of doing the job. Almost like a CV of sorts, but potentially not only for you. You might, for example, need to be able to show a programmer that you have someone able to do the art side of things before s/he wants to sign on.
- Funding: Some people might only be interested if they have their time compensated.
While there's probably a lot more to consider as well, this might be a decent start. Note that not all the things are required to get people interested. As mentioned, the amount required to make someone interested in joining you will vary a lot.