Does this sound like a valid course of action?
I'm thinking first, I try to get a team that doesn't require payment up front (This is probably the hardest part)
Second, get that team to produce a demo.
third, Put said demo on Kickstart.
(I'm resisting a south park "profit" joke here)
fourth, if kickstart is successful, use that money to pay the devs for the demo, and the production of the game.
That pretty much won't work, If you pick a developer at random he is likely to have 10-20 ideas of his own that he wants to work on (a team will usually have hundreds of ideas, noone is actually looking for more ideas for games to make), You need to give people a reason to work on your idea instead of their own ideas.
Try to answer these questions:
What do you bring to the table that makes it a better idea for a skilled developer to invest their time in your project rather than investing it in their own favourite project ? (time=money, asking a developer to spend a month working for you without guaranteed payment is no different than asking him to invest a months salary in your company)
If your idea is unique, why do you think noone has made something similar yet ? How big is the target audience ? How much does the game cost to develop ? (If you plan on using free labor you should still convert the time into money for this purpose), how likely are you to actually sell enough copies to cover the development costs ? (These are questions that has to be answered, you're asking people to invest in you).
And most importantly, if you yourself are unwilling to invest in your own project (By pushing in money or your own labor) what signals does that send to potential investors ? (as i said a few times now, a developer working without upfront payment is an investor).