Back to the article

A4 checklist with all illustrated steps. Tick the boxes on paper as you go.

FeatherSticks · Skills

Leading Group Trips: Planning, Roles, Camp Layout and Safety Outdoors

The fastest walker never sets the pace – the slowest one does.

Quick facts

Time
One planning evening plus a briefing on the day
Difficulty
Moderate – the hard part is people, not skills
Best for
Scout, youth, club, school and family groups
You need
Two leaders, contact list, first aid kit, whistles

What you need

  • Whistle and headlamp for every participant
  • Extended group first aid kit and emergency blanket or group shelter
  • Contact list with health information in a waterproof bag
  • Paper map, compass and charged phones with a power bank
  • Coloured ribbons for boundaries and a tool box with sheaths
  • Large water containers, labelled raw and treated
  • Trowels, toilet paper and sealable bags for the latrine

Step by step

  1. Plan for the slowest member

    1 Plan for the slowest member

    Choose distance, terrain and timings for the least fit and least experienced person in the group, not for the strongest.

  2. Give out the roles

    2 Give out the roles

    A leader walks at the front and sets the pace, a back marker walks last and never lets anyone fall behind. Name a deputy.

  3. Count heads, pair buddies

    3 Count heads, pair buddies

    Number off at the start, after every break and at every junction. Buddies check on each other and report a missing partner at once.

  4. Brief and set a turnaround

    4 Brief and set a turnaround

    Before you go, explain route, times, whistle signals and rules. Fix a turnaround time and stick to it.

  5. Lay out camp in zones

    5 Lay out camp in zones

    Tents, fire circle, tool zone, kitchen and latrine each get their place – latrine at least 60 m from water.

  6. Have an emergency plan

    6 Have an emergency plan

    Contact list, first aid kit, 112 and a clear rule: one leader helps, the other keeps the group together.

Common mistakes

  • Planning the route for the fittest adult instead of the slowest participant.
  • Letting fast walkers race ahead so the group splits at the first junction.
  • Only one responsible adult, so nobody is free when an incident happens.
  • Skipping headcounts after breaks and toilet stops.
  • Using three whistle blasts in games, so the distress signal loses its meaning.
  • Letting people carve and saw anywhere in camp instead of in a tool zone.
  • Pushing on past the turnaround time because the group "is nearly there".