Well since it is a club that I created I assumed that people would understand that I am going to tell them what to do.
That assumption is likely to hurt your project. There is a big difference between leading a team or meeting as opposed to telling people what to do. I've failed at leading group projects enough to know that leading is more listening, removing obstacles to the team, and supporting the members. It isn't dictating duties.
but just make a game with a group of people so all steps will be open to suggestions.
And that is a little on the "loose" side. I suggest your team participate in a jam of some sort -- anything with structured guidelines, themes, and deadlines.
I am currently working on a snake like game in Unity.
I have no idea what a "snake like" game is, but you've got me intrigued! I'd love to hear more!
As for your questions, you've received excellent advice above, so I'll just add:
5. How do you manage resources between different people?
Mr. Sloper, et al., are all over this one, but something tells me you might mean "tools" in this question. My suggestion is to go free/open-source. Blender, GIMP, Unity Free, Notepad++, and Audacity are all things your entire team can download and use free of charge, allowing easy sharing of created assets.
May I also suggest that this "club" try to actually physically meet as frequently as possible? I know INTERNET and SKYPE and WIKI and things all seem useful (and they are), but nothing beats a face-to-face scrum meeting and hashing things out in person.
Also, look up "scrum" and bankan boards for some useful starting points to getting tasks in order.
http://www.scrumalliance.org/why-scrum
Best of luck! I wish something like what you are describing existed when I was in high-school.