King, if you draw up a detailed GDD with a list of assets needed and a list of features needed everything might start falling into place. Your programmer and artist friend might be willing to join you and even follow you if you can present them a clear, clear, clear vision of your project. They'll want to know exactly what they're signing up for.
Personally, I disagree that most small teams don't have set roles. Dividing labor up properly is the way to go, imo.
As for you- there's always room for a person with a plan. Scheduling, marketing, level design, character concepts (even bad art can be very helpful to your artist), recruitment, budgeting, enemy design, story-boarding, etc.
But again- don't start anything until you have your GDD. Shoot for 5-8 pages at first. I suggest Googling GDD examples and basing yours off whichever one best suits your style/abilities.