Obviously your group of people needs to have a leader of the group organize an assessment of experience and interests. For example, you might be surprised to find somebody in the group who is good at 2D graphics such as using GIMP. Such a person can always find a role in a group of people getting into game development. Another person might have some experience with coding vector graphics which can be used for making game objects or interfaces. Probably several people in the group have skills in coding with one of the languages that are common in game development. Here is where assessment is critical before being able to make the strategic decisions ahead of any tactical efforts.
Someone should take the responsibility of coordinating the information about both the goals of the group and the capabilities of the individuals. It is possible to pursue a two pronged approach to game development where one team handles basic game functionality and the other team creates the end-user features such as art assets, GUI, score board, and so forth.
Only after you make a detailed assessment of the club's talents, skills, and amount of time available to each person will you be ready to decide on game engine or to make a vector graphics 2D game from scratch.
3) Establish roles
4) Game development strategy (game engine or 2D vector graphics game?)
5) Task grouping
Someone needs to be the main person who handles version control (source control) and decide on everyone using the same system so you can all help one another expediently.
More is to be learned and accomplished if you all work on the same game source code. Each person going willy-nilly doing their own game gets very mixed results and will not teach good standard game development practices as well as would be the case if you work as a team. Added advantage of proof-reading of one another's coding will greatly accelerate the synergy, learning included, if you hone effective teamwork. This will be huge for your school and your members if you organize it well.