Organization quickstart
By the end of this you have an organization on its 14-day trial, with staff and athletes invited. You also have one team, with a program assigned to it. Budget about fifteen minutes of your own time. Athletes accept on their own schedule after that.
You need an account first. Signing up is free and takes a minute. See creating your account.
- Name your organization
Signup ends on a single field. The organization holds everything: your programs, your roster, your staff, and anything you sell. You are its admin. Enter the name your athletes would recognize. Click Continue. You can change the name later in Organization.
Continuing starts your trial. You do not need a card to begin.

The one field that creates your organization. - Invite your staff and athletes
In your web dashboard, open Invites. Click Invite. An invite carries two things: an email address and a role, either Coach or Athlete. It does not carry a team. People join the organization first, and team placement happens once they accept.
The ledger lists every recipient, their role, and where the invite stands: Pending, Accepted, Revoked, or Expired. The filters across the top count each status. Resend or Revoke a pending invite. Reinvite an address whose invite expired or was revoked.

The Invites ledger, with its status filters. Each invite goes to one address and stays locked to that recipient. Forwarding one does nothing. A pending invite holds a seat on your plan. Revoke the ones you sent by mistake.
- Create your teams
Teams group athletes by squad, intake, location, or whatever matches how you coach. Open Teams. Click New team. Enter a name. The description is optional and shows up as a short focus or season note. The Team space option in that panel is inactive. Community spaces for teams arrive with the community rollout.
Create the teams you actually coach before the roster fills up. A program assigned to a team reaches everyone on it, including athletes who join later, so the structure is worth getting right first.
- Place people on teams and assign a program
Once someone accepts, an athlete appears under Athletes, and a coach appears under Staff. Put an athlete on a team from either the Athletes list or the team's own page. Give each coach the teams they work with.
Then assign a program to the team. Every athlete on that roster gets it, and so does anyone added afterwards. Writing the program itself happens in the builder. See building your first program.
Two ways someone joins
Both routes cost the athlete nothing, because your plan covers them. They are not interchangeable.
- An organization invite — sent from the dashboard to one email address, carrying one role. Only that address can accept it, and it works once. This is what you send for staff and for athletes you are adding by name.
- A team invite — a link, sent by email, that also names one specific team. The athlete lands on that team's roster the moment they accept. Like an organization invite, it is locked to the invited email address and works exactly once, so forwarding it does nothing.
Neither is the way to sell a program. A program link creates a customer, not a roster member. See invites vs. program links.
The 14-day trial
Your organization starts on a 14-day trial of the 50-seat plan, with no card and no charge when it ends. Sending invites needs an active plan, and the trial counts as one.
If you do not choose a paid plan by the end of the trial, the organization falls back to Free, which carries one seat. Pick a plan any time from Billing.
Where to go next
Team structure, coach roles, and what each role can do.
Inviting athletesThe full invite flow, including what the athlete sees.
Organization & billingPlans, seats, invoices, and the Stripe Customer Portal.
Building your first programOpen the builder and write the training your roster runs.