Rules of TST Coaching : 101
TST Coaching Framework : 101
Bel0w is mostly for the 3v3 Sessions, but the generic rules that apply to all sessions
TST has a really specific format (outlined below). All TST coaches need to learn this.
The most important aspect of coaching at TST is to build a relationship with the players they coach. This starts with having the right coaching personality.
1: Personality
On greeting a player / players :
Act like you're really happy to see them. Give them a really big welcome. A big fist pump. A high 5. Say something positive etc. You need to make them feel really seen, valued, and that you are wrapped that they are here. They have made your day by being here.
General demeanor :
You are more excited to be there than they are. You are enjoying what you are doing more than they are. You smile more than they do. You laugh more than they do. You make them smile. You get excited when they do well. You encourage them when they can do better. They will feed off of your vibe. If it is important to you, then it will be important to them. You need to coach with high energy : The more energy you have as a coach, the more the players will feed off this. If players don't get this vibe of the coach and don't feel the energy, then they will disengage with the session.
Take responsibility for your session :
If players are not focused, then the first thing you do is take responsibility for it.
What are you doing that may be causing this distraction? Do you have 'queues / players sitting out' in your exercises? Do you have flat spots in your exercises where players can disengage with the session? Are your drills boring or not working? Are your tech games boring, too hard, not working, and / or offer periods where players can disengage with the exercise?
This is all your fault as a coach.
Only if you have tweaked everything so that the footwork and tech games are perfect, and a player is still mucking about and losing focus, and being a distraction - then it may not be you.
But always start with the assumption that it is your fault and try different things to fix the issues. Tweak things until you get it to work.
When it is not you.
When you have followed every TST coaching tip to fix the issue and a player is still not on board. Then it needs to be brought to my attention. So i can assess the session and the player.
2. Session management.... make it hard for players to get distracted.
- The perfect sessions have no queues .
- Has no waiting for your turn. (Dead spots)
- Has no opportunities to stand still. (Dead spots)
- Has no opportunity to stand next to someone else and get distracted by each other.
So this means a perfect session has the following :
- All players are active at all times, (other than when the coach allows a break)
- Beginners need a ball at their feet for as much of the time as possible.
- Playing a game with a 'normal attacker / defender' scenario, needs to be adjusted to the level.
- Beginners - low pressure :
- Advanced : High pressure.
With the above said : Check out the next video : TST snapshot : Footwork : Tech Games : Small side games.
Constructing the Footwork Component:
1. Build up complexity :
The session format will change based on the level of your group and what they need. This is looked at in more details elsewhere. Below is what might be a generic intermediate level TST session.
Your warm up introduces all the patterns you will do in the session at a very basic level. [E.G. Ball mastery uses no cones]. The more fun you make this the better if players are young.You also need to introduce the patterns name ( E.G. This is an 'Inside Inside'). You can also add intensity into the ball mastery. There is a lot you can do. [For example : This is a Pyramid footwork challenge : https://youtu.be/tAHJO2LTSLk]
Do not do - bog standard generic warm ups that do not lay down the foundations for your footwork / cone work. (You need to introduce patterns). Do not do warm ups that don't build into the session. (E.G. : A warm up that is 'run with the ball, then touch the ball with your left hand' does not lay down the foundations for the session).
2. Maximize touches and repetition when doing cone work :
Can every player have their own space ? Can they have their own row of cones ?
If not, I would say a maximum of 2 players use the same space / row of cones, but they are never there at the same time.
- [So 8 players - uses 4 spaces (4 rows of cones).
- 6 players use - 3 spaces. 5 players - use 3 spaces.
- 4 players use 4 spaces etc].
Do not have 3 players per space....you are asking for trouble.
3. Each session should have 5 patterns (minimum) in it.
For intermediates :Choose 5 patterns per session regardless of level (other than absolute beginners) : Use this guide.
Patterns as a whole should achieve the following :
Relative to the way you are facing :
- A pattern that moves the ball Laterally (E.G. Inside switch Outside)
- A pattern that moves the ball forward. (E.G. Outside step Outside)
- A pattern that is a turn. (E.G. Drag turn)
- A pattern that is a V (E.G. Same foot Inside V)
- A fake on any of the above. (E.G. Inside step Outside)
Beginners use this model. (This will naturally cover a few FFPs).
- Right foot only.
- Left foot only.
- Inside only.
- Outside only.
- Turns..
Also foot-shape exercises (homework / flip-books) should be mentioned / done / tested at some point during the session.
4. When working on a pattern use the 'Introduce it .. .improve it.....race it...... move on' method.
That is :
- Introduce it.
- Practice it.
- Get feedback (internal (player works things out themselves) or external (the coach or the cones give feedback)).
- Improve it.
- Get more feedback.
- Improve it more.
- Race it.
- Move on.
If you have 5 patterns to get through in a session , then this will need to be done really quickly. So in 30 minutes, you will have to be really efficient and fire through this process. The session will need to be really intense....without cutting corners.
5. Offer levels to clearly show the development a player makes.
As an idea : Have 4 levels of cone work that players need to complete before moving to the next level.
- L0 : Introduce the pattern
- L1 : No cones (just move forward).
- L2 : Zig-Zag cones (move inside the cones - easier than straight line cones).
- L3 : Straight line cones.
- L4 : Zig-Zag cones (move outside the cones - harder than straight line cones) .
The Level up Method
- Start with a very basic warm up : L0 :
- Then all players start at level 1 and progress when the coach says they are ready.
This offers a clear indicator of improvement for the player.
Note : this may not be possible with a big group. So always think about the size of your group - and match your exercises to this.
6. Coaching Feedback is Essential :
Coaching Feedback is the key part of the feedback process that makes a coach a TST coach, rather than simply a facilitator of a TST session.
Your feedback must give a player a bit of information they can use to improve, or offer some positive feedback when a player is getting it right.
The Talent Code (a book about skill development) says that a master coach is one of the key factors that accelerates technical development.
Building Tech games
1.The same rules apply in regards to tech games :
- No Queues and every one involved. (Having 1 player inactive might be okay but NO MORE!)
- No Sitting out if possible or at most, only 1 player waiting for their turn.
- Build complexity. Do 2v1s before 1v1s which are before 2v2s. If you do a 2v2, don't do the same 2v2s as the game at the end.
- Match the tech games to the level of the players. If players can't do the drill well, and it is getting frustrating for both the players and coach, then this is the coaches fault, not the players. Players should be able to get success when they do well, and should also be able to learn when they don't do well.
- Remember that fundamentally tech games simply add the decision making process in 1v1 moments, and footwork simply becomes a tool that moves the ball from one space to a better space.
- Tech games fundamentally help players understand the attacker/defender relationship in 1v1 moments.
- Tech games also help players learn that the game is about the use of space, and not about the use of footwork. Footwork is just a tool in this process. 1v1s are simply a race to space.
Other key tech game management tips
- You must always be in a position to watch all players at all times. If you run 1 game with all players involved then this is easy. If you are running 2 separate tech games, then this is harder but you must still try.
- If you have 2 different levels of players within one group, then run 2 separate tech games for the 2 levels. Do not mix the players.
- Make it competitive. A point for scoring goals obviously, but maybe 2 goals for a weak foot finish, but also give defenders a chance to win the ball and score a goal too. Play promotion relegation maybe, as long as players don't ruin the drill with their desire to win or the levels between layers is too big.
- Make sure your 1v1s make sense. Pass and press games with loads of scoring options variations and transition moments. This comes down to your ability to be a coach. If you don't understand the TST 1v1 process you will stuff this up. TST 1v1 process is about have 2 options and is a race to space.
- Keep the games about technique. As soon as you turn them into a physical battle then you are moving away from the TST philosophy. If we promote physical battles in a 1v1 moment this will translate into the 2v2s and 3v3s.
Understand 'off the ball' movement and positioning.
- Always play a game that forces players to move off the ball.
- Think of 2 square - but tweak this to match the level of the players.
Small sided games.
- Coaches need to continue to communicate with a high level of positive energy during the games. Players love high energy commentary during the games. So Create and build great energy in games. This is a critical part of being a TST coach.
- The weakest team gets help from a coach (either by coaching or joining in).
- If a team is getting whacked a coach can step in to even out the game.
- Coaches playing rules : Restricted touches (2-4 touches max) and can score with a first time finish, otherwise they can't score.
If you have any questions, if there is anything you don't understand, if you need clarification on anything, then get back.
If i don't hear back from you then i assume you understand it all and will be ready to apply all of the above into your sessions next weekend.
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