Generally I want to have vector which is perpendicular to the normal and parallel to slippery slope. Fz is gravity force which acts on the body which is located at slippery slope.
If you want a vector that is perpendicular to normal of the surface and yet likely in the direction of the Fz, then there is a solution.
I understand it that you want a vector orthogonal to normal of the surface and also lying in plane that Fz and the normal vector yield together.
Then just, normalize Fz vector to get a unit vector F, create a cross product between F and N(unit vector normal of the surface), normalize the result R, and then cross product the R and N vector resulting in D, the D if normalized wil be direction vector in your surface following your gravity direction the most of all vectors in the surface.
However it doesn't work when slippery slope angle is about 90 degree as n.y is equal almost to 0. There is more and more impact of round errors when angle follow to 90 degree.
If the slope is orthogonal to Fz, then the slippery vector is of size 0, in my solution you do not use divisions, so you can safely walk into 0 vector if you will watch for normalizations operations