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The first five minutes of a brand-new team

How to run the first 5 minutes of a new team's first meeting, minute by minute, and why the round of introductions should come last.

A brand-new team's first meeting has one job before it has any other: get every person to speak once, early, about something low-stakes. The default opener, a round of name, role, and one fun fact, does the opposite. It puts the most performance pressure on the moment people know each other least. Here's the first 5 minutes, minute by minute, and what to skip.

Minute 0–1: say why you're here

Open with the purpose of the meeting in one sentence, and the purpose of the team in one more. People can't relax until they know what the hour is for, and nobody can introduce themselves well to a team whose job they haven't heard yet.

Skip the agenda walkthrough. It's on the invite.

Minute 1–2: go first, briefly

Give one answer to the question you're about to ask the room, in about 20 seconds. You set the length and the depth. If you take 3 minutes, everyone after you will too. If your answer is a joke, so are theirs.

Minute 2–4: ask something everyone can answer instantly

The first question should take no thought, have no wrong answer, and come with a built-in reason. This or That is built for exactly this: a binary choice takes no thought to answer, and the answer always comes with a why. Coffee or tea? Mornings or nights? Every person answers in one breath, and the room starts collecting overlaps before anyone has said their job title.

For a group bigger than about 12, ask for answers in chat or by show of hands, and take the reasons from a few people. Everyone has still spoken once.

Minute 4–5: then introductions

Now go around for name and role. It moves faster than it would have at minute 0, because people have already spoken once and the room has stopped watching itself. The introductions also land better. "Priya, design, the only night owl" sticks in a way "Priya, design" doesn't.

What to skip

  • The fun fact. On day 1, asking for a fun fact asks people to perform. Half the room spends the round rehearsing instead of listening.
  • Anything with a reveal about yourself. Two Truths and a Lie is a great second-week game. On day 1 nobody knows anyone well enough to guess, so the lie never lands.
  • Physical games before you know the room. Save The Human Knot until you know who's comfortable with it.

When the meeting runs longer

If you have 15 minutes instead of 5, add one round of Desert Island Picks after introductions. It takes 10–15 minutes and gives everyone a second, slightly deeper turn while the room is still warm.