Setting up a team
How to create a team, decide who can join it, and get your riders on the roster. No account needed to read this page.
The whole process at a glance
You set the team up once. After that, there are three different ways a person can become a member — two are instant, one waits for your approval.
Before you start
Two things trip people up right at the beginning:
- 1. Your email must be verified. When you sign up we email you a code. Your account isn’t active until you enter it. If the email doesn’t arrive, check your spam folder — and you can ask for a new code from the confirmation page.
- 2. You need a first and last name on your profile. This one surprises people: if your name is blank, creating or joining an organization will bounce you to your profile page first. Fill in your name and you can carry straight on.
Step 1 — Create the team
Choose Create Organization from the menu, pick Team, and fill in the form. Only the name is required; everything else can be filled in later.
| Field | Needed? | Notes |
|---|---|---|
| Name | Required | The team’s display name |
| Description | Optional | Shown on your public team page |
| Contact email / phone | Optional | How people reach you |
| Website | Optional | Your own site, if you have one |
| Logo | Optional | Shown on cards and your team page |
| Member chat | Optional | Creates a members-only chat room |
| News & announcements | Optional | Creates an announcements channel |
| Membership open | Optional | Whether people can ask to join — see Step 2 |
Step 2 — Set your join rules
From your team page, open Manage. Two settings control who can get in:
Membership open
When this is on, people can send you a request to join. Turn it off and requests are refused outright — not just hidden. Invite links and adding people yourself still work while it’s off, so you keep full control of a closed team.
Require verified email
When this is on, nobody can join until they’ve confirmed their email address. Worth turning on for youth teams, where you want a real contact address on file for every rider.
You can change either setting at any time. It only affects people joining from that point on — existing members aren’t removed.
Step 3 — Add your members
Three ways, and the difference that matters is whether anyone has to approve it.
Share an invite link Instant
The fastest way to onboard a squad. Create a link under Manage → Invite Links and post it wherever your riders already are — team email, group chat, a parents’ list. Anyone who opens it and signs in becomes a member immediately.
You can give each link a label so you remember what it was for, cap how many times it can be used, set an expiry date, and switch it off at any time. The link tracks how many people have used it.
Treat the link like a key. Anyone who has it can join, so don’t post it publicly unless you mean to.
Add someone by username Instant
Best for staff. Under Manage → Invite by username you add a person who already has an account, and you pick their access level as you do it — so this is how you appoint a co-owner, an administrator or a manager.
They’re added straight away; there’s no invitation for them to accept.
Let people request to join You approve
With membership open turned on, anyone can find your public team page and ask to join. Their request sits in Manage → Join Requests until you approve or decline it. Approving makes them an active member; declining removes the request entirely.
Use this when you don’t know in advance who’s coming — an open club night, or a league where riders find you rather than the other way round.
Permissions vs. roles
These are two separate things, and keeping them straight saves a lot of confusion. A permission level is what someone can do. A role is what they are. Roles are labels — they never grant any power on their own.
Permission levels — what someone can do
| Level | Can do |
|---|---|
| Owner | Everything, including deleting the team. Keep this to one or two people. |
| Administrator | Edit the team, manage members and events, set other people’s access. Can’t delete the team. |
| Manager | Manage members and create events. Can’t change team settings. Good fit for a coach. |
| Member | See the team, join in with events and chat. This is most people. |
Roles — what someone is
Pick as many as fit. Someone can be a Coach and a Parent. Roles show up on your roster and let you filter it — for example, to find every coach.
For members: how to join a team
If someone sent you here to join a team, this is your bit.
- Create an account and verify your email. We’ll send you a code — enter it to activate your account. Check spam if it doesn’t show up.
- Add your first and last name on your profile. You’ll be asked for it before you can join anything.
-
Join the team, whichever way applies to you:
- Given a link? Open it, sign in, confirm. You’re in right away.
- Found the team yourself? Open its page and choose Join. Your request goes to the team’s organizers, and you’ll see it marked pending until someone approves it.
- Nothing to do? An organizer may have already added you — check your home page.
- Register for the season, if your team runs one. Being a team member and being signed up for a season are two different things — see below.
Seasons and registration
Seasons are optional. Use them if your team runs in blocks — Spring 2026, a school year — and you want a separate roster and fee for each one.
If you’re running the team
- Create a season with its dates and a registration window.
- It starts as a draft — only you can see it. Publish it when you’re ready for sign-ups.
- Set a fee and payment instructions if you charge one. Payment is arranged between you and your members — nothing is collected here.
- Set a capacity if places are limited.
- Watch the roster to see who’s registered, mark people as paid, and export the list.
If you’re a member
- Open the season page and choose Register. It’s immediate — no approval needed.
- If the season is full, you’ll join the waitlist instead, and you’ll be moved up automatically when a place frees up.
- You can withdraw yourself at any time, and register again later if you change your mind.
- Any fee shown is paid however your organizer asks — the site just tracks whether you’ve paid.
Squads, clubs & practice groups
Larger teams can be split into smaller groups. A squad, a club and a practice group all work the same way — the different names are just there so you can label things the way your team actually talks.
- Every one of them belongs to a team — they can’t exist on their own.
- Only a team’s owner, administrator or manager can create one.
- They have their own members, and their own chat if you enable it.
Teams themselves can either stand alone or sit inside a league, which is the level above. A league is the right choice when you’re running a competition that several teams belong to.
Common questions
Your profile is missing a first or last name. Fill both in, save, and try again — you’ll go straight through.
Usually one of three things: membership open is switched off, you have require verified email on and they haven’t confirmed theirs yet, or the invite link they were given has expired or hit its usage limit. Check all three under Manage.
Check your spam folder first — that’s where it usually is. You can request a fresh code from the confirmation page. Codes are letters, not digits, and case doesn’t matter.
Open your roster, find them, and change their permission level to Owner. Only an Owner or Administrator can hand out access levels. Note that a team can’t be left with no owner — the last one can’t be removed.
Yes — from the roster, choose Remove Member. They lose access to members-only pages, chat and events. You can invite them back later; nothing is lost permanently.
No. You set the fee and write your own payment instructions, members pay you however you’ve agreed, and you mark them as paid on the roster. The site keeps track; it doesn’t handle the money.
Ready to start?
Setting a team up takes a couple of minutes.