Might as well tell you now, since you'll learn it eventually:
Nobody cares about your ideas unless you can deliver them in some meaningful way. And no, a design doc doesn't count. Nobody reads them.
Everyone making games has ideas and things they're passionate about. The trick for getting a team is making something that makes other people passionate about it. But that means you have to make something. Sometimes you have to make many somethings.
Ultimately, you should work on something you can do yourself, because indie devs are incredibly unreliable unless you're paying them. Then, if you get help -- great -- your project will be even better!
Something that are just starting out often don't understand how much programming (or at least scripting) game designers do. You don't get to just write out how things should work and then a programmer makes the magic happen. Especially because it never will work the way you think the first time, and you'll need to be able to get in there and iterate.
That said, there are a lot of tools out there that ease the programming load a lot. RPG Maker, Game Maker, and so on. You have more art talent than I do (because I have basically none) but I'm still making the art assets for my game because, well, that's often what you have to do as an indie dev unless you're very lucky or established (or both). Even in these environments, though, you're going to be doing some light scripting at the least. Don't fear it. You can do it. But it's going to take work.
Something you should really consider, if you just want to do art and writing, is doing a graphic adventure. There are frameworks that make them pretty damn easy, and it's like designing a flow chart. There'll be a lot of writing and static art -- your strong suits anyway -- and you'll be able to actually finish something.
Look around for Adventure Maker or use
Twine or something. There's an established community for these types of games as well so look into that. Or suck it up and learn some coding