Wanted to chime in with a little less cynical view here. Deallo sounds to have done something that 90% of indie teams neglect (and leads to failure) and that is it sounds as if he has a design document! A little more to the point I want to point out that you are off to a GREAT START. The design document explaining the story board, characters, required assets and mechanics IS the foundation of any and every game that has ever actually been completed and sold.
From here you will really want to decide if you will be involved with the development process or if you are going to purchase the required labor. I say purchase because I assume you actually want to finish the project and with no monetary incentive most talented individuals won't even give you the time of day let alone actually spend their valuable time creating something for you. In many cases Indie teams work under profit sharing contracts and in many cases they utterly fail to get so much as an intro screen or demo going.
So with that said, and knowing that you have a bit of Java experience under your belt I would assume that you are interested in being a programmer. This is a good aspiration but realize you are years from being able to code it on your own (assuming you dedicate the majority of your free time to practicing and studying). Spend this time gathering the assets that you will need. Simply put it's easier for a programmer to adapt code to various graphics styles, techniques and formats than it is for an artist to "follow your rules". As a programmer you just have to accept that your artist is going to do it their way and you will make it work (unless you pay good money for a highly talented artist, at which point the table turns that they need to EARN their money and give you exactly what you ask for).
Anyway, trying to stay on point here. Your next step is actually 2 parts. Get graphics and STUDY! If you are going to be using your own money to purchase commissioned graphics from artists than start doing that now. Start getting your main character and some level design's / assets in the works. These are normally the longest part of the development process and they need to start well before any actual coding happens (otherwise you will have a nearly finished game waiting on graphics and then requiring modifications because the artists did something a bit different than you expected).
So on to the studying and coding while you are looking for artists (or saving up the money to purchase your assets). You want to completely forget the idea that your trying to build a game and actually learn the fundamentals of programming. What are variables, what are data types, what are pointers, dynamic memory, classes or objects, collections, lists arrays, functions & methods, including external libraries both static and dynamic, threading inputs and outputs and so on. You should be able to spit out the definition of everything I just mentioned off the top of your head along with a little description of what it would do in practice. If you can't do that, your not ready to start your game.
All in all, you actually did (and are doing) the correct first step which is design. Design design design, it is THE most important part of any game. The more you write, the better it turns out, the easier it is to build a team, the easier it is for everyone to do what they are supposed to and so on. The development process will take talented individuals (not beginners) to complete, those talented individuals have spent thousands of hours of their lives perfecting their craft and not to sound rude but it's not worth their time to work without incentive (eg money). Some of us will work under profit sharing contracts and we all think of them differently. Personally my first question is "Let me see your design document". I will read it and determine if I feel it has potential of making money or not, if I feel it has a decent chance in making me some money my very next question is "Show me the graphics you have prepared". If the design document isn't complete or there are little to no graphics ready I won't be interested. Many of my colleges are also professional programmers and this is a common consensus. Either pay me up front or show me that you have almost everything i need to do my work and that you have a good looking game that has a good chance of making me money. If you are going to be doing the coding it's going to be one hell of an uphill battle, start spending at least 2 - 4 hours a day (every day) reading books, tutorials and practicing your coding. If you find it difficult to keep your at it or you regularly lose interest, start thinking of another position. A programmer has to know a lot about the language they are using and how computers work and they have to have a ton of practice. If you don't enjoy it you just wont be good at it.
I could continue but I think I've rambled enough on this thread, my profile here or my gravatar profile have instant messenger contact information that you can reach me directly on. I am a professional programmer that works at this machine 10 - 12 hours a day 6 days a week, I'm almost always available and I can give you some more information at least from the coding and general design / development perspective if your interested. Do keep in mind that I am not the authority on game development and there are many different paths, the things that I suggest and recommend are just what I have seen from indie teams who have failed and teams who have actually sold their game. My statements come from my personal real world experiences and may or may not help others, just depends on the game, the market, the design, the team and the goals. If nothing else at least I can offer some real world advise.
http://en.gravatar.com/daniwan