Event Volunteer Guide
At any FLO event the people you see: behind the Registration desk,
at START & FINISH, and giving Orienteering tips; as well as those you don't see:
setting the Courses, and arranging Park permission for the event, are all volunteers!
Volunteering does not preclude participating in an event: usually, a 2 hour
block of time is all that is requested. The busiest time, and when most volunteers are needed, is 10am to 11am.
However, many enjoy working an entire event, getting an overall understanding of what is involved in running an event.
If you participate regularily - think of volunteering as part of your FLO dues.
It's never boring, you meet really friendly people, and it's a great way to improve your O'knowledge.
PLEASE: if you agree to volunteer, honor your committment.
ALL VOLUNTEERS SHOULD KNOW:
- FLO Emergency Rules and Procedures.
- Where the Emergency Kit is located, and what supplies are in it.
- The Safety Bearing for the Event.
- Arrive early to help set up tables and organize materials - 9am to 10am.
- The Event Coordinator (EC) will determine the Map numbers to be used.
You will help pre-number the Waiver/Control cards.
- Give the participant a Waiver/Control card matching their course color.
- Make sure the map number is entered in all 3 locations.
- Participants are to fill in their Waiver Form completely and legibly. Verify:
- Their name appears in all 3 places.
- The Waiver section is signed.
- Vehicle information is entered (Used to cross reference 'missing' O'ers)
- Tear off the Waiver section and return the Control card to the participant.
- Collect Map Fee of: $4/Map for members, and $6/Map for non-members.
- On a sheet of paper (Receipts Tracking Form) note:
- How many extra maps you supply - $2 each.
- How many compass rentals - $1 each.
- How many new/renewal memberships and the type: single, couple, family, group.
(if no membership form is included with the money).
- How many Tee-shirts you sell.
- Note as you go, or estimate as best you can, but don't stress.
- Bring a reliable timing device.
- Assign a start time for each individual or group. Use the sheets
provided to ensure that participants on the same course start at intervals
of at least one minute.
- Write the participant's map number in the time slot allocated.
If there is no map number - have participant return to Registration.
- Note the START time on both the upper, and lower, section of their Control Card.
- Cut off the bottom part of the card and place it on the clip board for that course.
- Return the upper part of the card to the participant.
- Inform participant of their start time - remind them when the time is reached.
- Bring a reliable timing device.
- Note map number and time on finish sheet as soon as a participate arrives.
- When time allows
- Match their control card with the stub, on the clipboard.
- Write the finish time on both parts.
- Calculate the Time on Course, (Finish Time - Start Time).
- Hang the Control Cards, by Course & Time, on the string provided.
- At 3:00pm, if any participant/team has not checked in at the Finish:
- The map number on the remaining Control Card is compared to the waiver sheets to determine vehicle information.
- If their vehicle is still in the parking area assist EC in implementing the Search & Rescue Plan..
- String'O is usually from 10am to 12pm. There is no fee.
- Arrive early (9:00am) to set up the String'O Course.
- Keep a record of participants, and record points earned for the Little Troll Program.
- Award certificates earned for the Little Troll Program.
- 12:00pm - take down String'O Course, and pack up supplies.
- Assist in packing up and loading FLO materials.
- Clean site facilities, and general registration area.
COURSE SETTER from an article by Dennis Wildfogel - BAOC
- If you have been orienteering over 2 years - it's time!
- You will start with being apprentice to a COURSE SETTER.
- You might, for instance, set the WHITE & YELLOW courses.
- Or you might start by VETTING a Course:
- Checking that controls have been put in the right places.
- Checking that those places are 'good' places.
- Checking that the course as a whole is good.
- Placing controls teaches:
- How to be sure you are in the right place - using only a map.
- To appreciate map details - as never before.
- That maps are not perfect representations of terrain.
- How to evaluate, and cope with, a map's shortcomings.
- Learning the principles of Course design will give you an appreciation
of what's going on when you are running a course designed by others.
- You will learn to look for handrails, collecting features, catching
features, and other navigational aids, IE: to think like a skilled Orienteer!
- You can run/walk the course at the end of the day, collecting the controls as you go.
- Keep an eye out for stray Orienteers, lost or just over the time limit,
and bring them in with you.
- Have Fun and THANKS for Volunteering!