FYTT runs on an organization (your school, club, or business) that holds one or more teams, and each team has its own roster, programs, and calendar. This guide takes you from signing up to your athletes' first logged session, then covers team settings, finding your way around, and where to get help.
Signing up
Start at the Start your free trial page. Enter your Full name, Organization name, Work email, and a Password, then click Get started. No card is needed.
Signing up creates:
Your organization, with a 14-day free trial. See Billing for what happens when it ends.
Your account, as the organization's manager, so you can add teams and staff and manage billing.
Your first team, named "Team". You land on its dashboard, Home.
Naming your team
"Team" is a placeholder. Until you change it, the top of the dashboard shows Name your team. Click it, type the Team name, and click Save. Do this before you invite anyone: athletes see the team's name on their invite and sign-up pages.
You can also rename the team later from Team Settings, as described under "Renaming or deleting a team" below.
The getting-started card
Until one of the team's athletes logs a session, Home leads with a card that walks you through setup, one step at a time.
The left of the card shows the step you're on. Type or drop a file into its message field to have Flex do the step with you, or click Do this manually to go to the page where you'd do it yourself. The right side, Getting started, lists all five steps and ticks each one off as the team's records show it done. Team dashboard explains the card in full, including how to hide it.
The sections below follow the card's steps.
Bring in a program
A program is a multi-week block of training: weeks of days, each with the workouts for that day. Open Library and click Add Program, then pick how to start:
From scratch: an empty program you build yourself.
From FYTT: a copy of a template from FYTT's library.
From file: a spreadsheet, PDF, or image of an existing program. Flex converts it into a draft.
With Flex: describe the program and Flex builds a draft.
See Programs for building and editing one.
Add athletes
Open Roster and click Import athletes. Enter or paste each athlete's name and email into the grid, then click Import to add them without emailing anyone, or Import & Invite to add them and send their invites now. You can also share a link with Copy team sign-up link and let athletes add themselves. See Roster.
The card's next step, Set starting numbers, asks for each athlete's current value on the metrics you test (a 1RM, for example), so percentage-based loads have a number to work from. You record them under Metrics.
Deploy training
Deploying puts a program on athletes' calendars, for the whole team, a group, or specific athletes. Plans are the usual way to do it: a plan lays programs out on a timeline, such as a season.
Open Plans, click New plan and choose From scratch.
Give the plan a name and its start and end dates.
Open the plan, click Add Program, pick the Starting week, and choose the program to place there.
Each program on a plan runs for the whole team, a group, or specific athletes. To deploy to part of the team, first sort athletes into groups, such as positions or training levels, from the roster. See Plans for the details.
Invite athletes
Athletes can't see their training until they activate their accounts. If you imported without inviting, open Roster, select the athletes, and click Invite in the bar that appears. Each gets an email with a link to set their password. See Athlete access for what they see and how to resend an invite.
The first session
The last step, First session logged, is your athletes'. They log workouts on the FYTT app or the web, and you can run sessions in person from Calendar. Once an athlete logs a session, the getting-started card gives way to the team's weekly brief.
Organization and team settings
Settings live at two levels. Both links sit at the bottom of the rail on the left.
Organization Settings covers the whole organization: its teams, Managers, Facilities, Integrations (see Integrations), Payments, Billing, and general Settings. Only organization managers see it.
Team Settings covers one team: its Coaches and its Settings. Coaches with edit access to the team and organization managers see it.
To add staff, see Staff access.
Adding a team
Open Organization Settings and stay on the Teams tab.
Click New Team (1).
Enter the team's Name and click Save.
The new team starts empty, with its own getting-started card.
Renaming or deleting a team
To rename a team, open Team Settings, then the Settings tab. Change the Team name (1) under Team identity. It saves as soon as you leave the field.
To delete a team, scroll to the bottom of the same tab and click Delete team…. Type the team's name to confirm, then click Delete team.
Deleting a team can't be undone
It permanently removes every program, plan, workout, report, automation, and leaderboard for the team. Athletes keep their personal accounts and their historical measurements.
Finding your way around
The rail (1) holds the team's pages: Home, Plans, Calendar, Roster, Library, Reports, Leaderboard, Metrics, and Automations, with the settings links at the bottom. Click Expand at the very bottom to show each page's name beside its icon, and Collapse to go back to icons.
Org (2) switches between organizations, if you belong to more than one.
Team (3) switches between teams. You stay on the same kind of page, so switching from one team's roster opens the other team's roster.
Find anything… (4) searches the team for an athlete, plan, report, or page. Press ⌘K (Ctrl+K on Windows) to open it from anywhere.
Getting help
Help (5), the question mark at the top right, opens a chat with the FYTT support team.
Flex, the button beside the search, answers "how do I…" questions and can do much of the work for you. Press ⌘. (Ctrl+. on Windows) to open it. See Flex.
How this works on the getting-started card opens the Help Center section for the step you're on, in a new tab.







