AcidSatyr, I am basically here on the condition that I should not tell the team what to do, and only offer advice in general terms. This is because were I to become a 'full member', the gap in experience and skill would be so big (I am arrogant enough to say it out loud) that the result would not be indicative of the team's performance as a whole.
So I let the team make mistakes, and point them out afterwards. Very often in SGOTMs, the freshly-formed teams believe they are doing very well, then suddenly find themselves falling sharply behind. By then, their memory of the very first moves is somewhat dim, unfortunately so, because those little sub-optimal decisions make only a slight difference early on, making it difficult to pin-point them. Only eventually do the small advantages accumulate into an exponential burst of growth for the top teams.
My job is to offer feedback while the memory of the events is still fresh. Since the first turnset is finished, I can now say that if I were playing it myself, I'd choose a slightly different route that, benchmarked at 2400BC, delays the Pyramids by 2 turns, puts you ahead 15f on food, behind 30h on hammers, and ahead 40b on beakers. In addition, it is 6 turns faster to Writing, and subsequently the library and academy, and Alphabet. 15 food is equal to 45 hammers under Slavery, so in fact it is ahead on hammers too, especially given that Slavery will be available 6 turns earlier. The net gain is +15h +40b+more beakers for earlier Academy. Also, fewer AIs may know Writing by the time you reach Alphabet, allowing for more trading options. 6 turns is a big deal here.
The route includes bypassing Fishing, working the fur camp instead of the marble quarry, and going through Animal Husbandry instead of Pottery.
But our chosen route is okay as well. These are pretty advanced topics, and some of our newer teammates may not be accustomed to such depth of analysis. I think it is a good learning opportunity. AcidSatyr - you have the most skill of our playing members, perhaps twice as much as the rest. I would imagine that you, as the captain, are trying to be a model player for the rest of the team. You probably want to ensure that the discussion of strategy stays lively but focused. Writing a pre-turnset plan is a good way to ensure that everybody knows the immediate goals, and the solutions that have been proposed. It has a long tradition as a good SGOTM practice. The player who is actually going to play next is naturally more aware when he is wading through the complex discussion to come up with concrete proposals. It is natural that he should summarize in his pre-turnset plan in clear, concise form. That's why I am asking all those questions - to make sure everyone understands why we made the decisions that we made, and what remains to be done.