Practice

Running a practice

Design the conditions, kill the lines, and end on a high.

A practice isn't a list of drills to get through. It's the whole environment, compressed into ninety minutes — so the same north star applies: every practice should make a kid want to come back, and give them real reps while it does it. If it doesn't help the car ride home, it doesn't matter how organized the clipboard was.

Judge a practice by "did they get better and want to come back?" — not "did we finish the plan?"

The two jobs of a practice are the same arrow: more fun and more reps. A kid having fun takes more swings, and a kid taking more swings is having more fun. Fun is the unlock, not the reward. So the whole craft is designing practices where fun and efficiency rise together — never traded against each other. The day they pull apart, the design is wrong.

Where practices go wrong is the instinct to run a "real" practice — lines, lectures, kids standing around, drills that look serious. That's exactly what drains both fun and reps at once, and the fix is never more discipline. It's better design: plan the conditions, then let it breathe. Set up the game, the space, the groups — and leave room for the spontaneous good stuff to break out. Some of the best moments of a season start as five loose minutes you didn't script.

And end on a high, every time. The last thing they feel is what rides home in the car. A win, a walk-off, a game they begged to finish — schedule the ending like it matters, because it's the part they'll remember tomorrow.

How it shows up

  • Design conditions, not scripts — a skeleton with room to breathe beats a minute-by-minute script.
  • If either fun or reps drops in a block, rework that block. They rise together or the design is wrong.
  • The loop is the same at every age; the proportions change. Younger groups need shorter blocks and more play.
  • Finish with the thing they love. The ending is the car ride's opening line.