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DEAD BALL OFFICIATING

DEAD BALL OFFICIATING. Always Officiate The Play To Its Full Conclusion Including Dead B all Action Before G eting The B all.

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DEAD BALL OFFICIATING

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  1. DEAD BALL OFFICIATING

  2. Always Officiate The Play To Its Full Conclusion • Including Dead Ball Action Before Geting The Ball. Stuff happens after the ball is dead. Make sure those players in your area of responsibility are not candidates for fouling before getting a ball. Officiating is your primary job, ball handling is always secondary.

  3. Keep Players In View After Ruling On A Score Too many times you see officials thinking they have to freeze in a TD signalling pose and look straight into thin air when ruling a TD. Your job is still to officiate, just like any other dead ball or out of bounds situation. Turn your head to follow the players in the end zone or outside it. If necessary, turn your entire body, as on any other out of bounds play. Your signal will be visible no matter which way you turn. Same thing applies on incomplete passes and similar situations.

  4. Be Aware Of When To Use Signals To Sell The Call • And When It’s Not Necessary Your signals must be clear and crisp. On tight calls, you should use your body language and signals to sell the call. To be able to sell the call on tight plays you must ”save” your ”big signals” until you actually need them. On normal incomplete passes, 1 or 2 signals is enough and should be given in a calm unhurried manner, preferably while standing still. This makes you look calm and in control. Overselling obvious calls puts you in the same position as the boy who cried wolf. Add extra signals when necessary, such as a catch signal, tap the ground, sweep arms out of bounds etc.

  5. Recognize Post Play/Dead Ball Situations • When Tempers May Flare And Nip It In The Bud After a big play, a hard hit, players sometimes tend to get in each others face. You need to be aware of situations when tempers may flare and move to a position where they can see you, getting between them if necessary, thereby detering them from fouling. Another prime example of when you should show your stripes is when a WR and DB jog back towards the LOS after an incomplete pass. Many times, the DB will try to get into the WR´s head, sometimes even taunting him. Get between them and jog back with them for a while, until they split up.

  6. Wing Officials Use Cross Field Mechanics Using cross field mechanics is the mark of an experienced official. On some plays involving a catch and progress, often close to a sideline, it can be difficult for that official to get a good spot. The official on the other side can have a flatter angle and can be able to more accurately judge the receivers progress. The backside official should take progress and show the playside official that he has a spot by moving clearly into the field, up to the hash if necessary. Playside official must recognize potential cross field situations and be ready to look for it. Nevertheless, he must be prepared to take a spot of his own.

  7. Know The Number(s) Of Your Key(s) • And Preferably The Player Facing Him This makes it easier to clarify post play questions regarding formations, such as who was eligible on a play. Remembering players number can make it easier to get the number in case he fouls. You must also always know if your key is in or out of the free blocking zone, and be able to tell other officials about this after the play.

  8. Wing Officials ”Program” The Distance • To The Line To Gain Before The Snap This aids you in stopping the clock when it should and the mental preparedness might also help in spotting the ball. The LTG should be treated as the goal line mechanically for the wings on 3rd and short and 4th and short (when going for it). To be able to move to the line while watching the action means that you must know where it is before the snap.

  9. Take Pride In Getting The Clock Right • On Close Sideline Plays The clock is very important. As a wing, you will have many plays that involve the sideline. You must get the clock status correct on these plays. If the ball is dead close to the sideline and yet short of the LTG, give the wind signal, but if the LTG has been reached, stop the clock immediately. Do not give the wind signal and then follow it up with the stop clock signal. If it is late in the 2nd quarter or late in the 4th quarter, wing officials communicate to the coaches when the clock will start either on the ready or the snap.

  10. Do Not Rush Calls Where Other • Officials Angles Can Be Important Often, most plays will be covered by officials from several angles. If unsure, do not rule on the play until you have checked with other officials if they have a better angle. Eye contact is often sufficient, so this may take no more than a second, but can save the crew from an embarrassing situation or even an incorrect ruling.

  11. Indicate Direction After Change Of Possession After a COP in your area, you must, after you stopped the clock, signal direction. Be sure not to make a premature or incorrect signal but you must let everyone know what happened. You are also responsible to make sure the Referee gets informed as he often will not know what the result of the play was.

  12. Keep Your Head Up And Get A • Wide Angle View If Possible After The Play Too often, late hits, especially players hitting opponents around the pile, are missed because the official spotting, and other officials, are too focused on the spot and the players in the pile. Yes, the runner must be protected from late hits, but don't forget the other players around the pile. Most of these hits that we miss are made by the offense.

  13. Keep Your Sideline Clear You are in charge of your sideline and you must keep it clear. This is necessary to give yourself the space you need to officiate the play without running the risk of running into someone and miss something, or even getting injured. This is also a safety rule that protects all participants from injury. Don´t throw a flag if they move back when asked before the play, but don´t be afraid to use a Sideline Warning either. Running into someone in the 6 feet area during the play should result in an immediate flag.

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