Kinda twiddling my thumbs a bit under prospective team hunting, if not doing this solo. But for Jam, I think I'd give some possible advice. Under what I'd suggest in priorities for game jam development, along with rapid prototyping.
Documentation!
For planning, even to an agile lens.
- Core Game idea/concept, under "how could you do this theme in a quick/fast manner?"
- Do it "iteratively". Under get your core functions done first, before anything fancy. For if/when technical constraints hit you.
- Design/planning, on how the gameplay would swim/function, sort of thing.
- Story/narration is last. Gameplay in general is more important than cutscenes. Though if you can include them, then great!
Talent
Solo is 'fun' to independent game development, in learning and knowing the full palette of roles. But if a team, consider how and what you can bring to the team.
In your case, being able to Game Director? manage the planning task management and support, on top of past experience in QA, could be a 'safe' default. Though odds are you're probably going to need at a core, programmers, modelists (or artists) alongside a musician, if you don't want to be stuck/trapped with Creative Commons sounds & music loops, or "asset packs" that might not be visually 'striking'.
Bug Fixing
Iteratively. Expect a lot of bug-fixing, and potential cut features. And that's internally as you test/ensure functions work, before building on that. Before the community figures out some 'game breaking' bug that makes the game unplayable, if not "too easy/boring" outside of the intended experience.
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That is of course. Of the top of my head. Before depending on context, you'd have to consider other bands/avenues like say, "Game Maker" or "Unity Engine" as potential fields team member's could be more familiar with, compared to Unreal Engine, or Cry Engine, or any-other-engine nitch.