As requested, here's a modified version of my guide, taken from its original source here
First, to make sure we're on the same page:
FM = Fellowship Manoeuvre = Conjunction = CJ.
This first post applies to everyone for the most part, but many of the ideas herein are meant for players who group together regularily, and will be inffective on the short term or in PUGs (public groups).
Some of these apply to everyone, some only for those planning on organizing and leading conjunctions, though I'd suggest reading through them all anyway and take from them what you can.
The first step, if you have not already done so, is to read up on the conjunction guide here. Also have a look through at least the top posts of the Conjunction Junction thread. The remainder of this thread assumes an understanding of the concepts outlined in these sources.
Familiarize yourself with the various maneuvers. Learn to recognize a conjunction not by colour, but by direction (on the wheel) and if you haven't already, you'll notice some very simple patterns. You'll notice the most powerful conjunctions, the sort that can bring a group from the edge of disaster to a fresh fighting force, all involve "circling" around the wheel (from any starting point, in any direction).
Lets start with a few personal tips..
Setup hotkeys to trigger the various spots on the wheel. I recommend the cursor keys. When your burglar calls out that a CJ is coming, have your finger ready on the appropriate key awaiting your turn in the order (CJ orderings explained later). This can greatly improve your reaction time, leaving more time for other members to get their contributions in. **Note: to do this, go to the keybindings menu in the options and scroll near the bottom, you will see 4 settings with "Fellowship Maneuver" in the name, they are named by their direction, so it will be obvious which goes to which cursor key (Not sure if the keybindings "correct" the bad wheel for Hunters or not, if anyone knows, please post it here)
Press the button ONCE and wait for feedback. If something went wrong, adjust accordingly and try again. If you're running to the mob, wait for your character to come to a complete stop before pressing the button (as you do with nodes). Double clicking the icon or pressing your key twice will cause your addition to take twice as long to register, or might just result in it not going through.
Resist the temptation to hammer away at the button. Sometimes, when things get laggy, it takes a moment longer for everyone's (including mine) contribution to show up in the log. If you keep pressing it, your entry will never make it in.
This one goes out to everyone out there running around with a tree trunks, ballistae, meat cleavers and so forth. If you're attempting anything more difficult than spammping a colour, when you see the colour wheel appear (or when you get warning if you're early in the ordering) go ahead and turn off auto-attack. This is in addition to refraining from queueing up more skills. For your reference, the default key binding for this is the tilde key, below the escape key. In fact, I recommend this tactic to anyone trying to minimize delays in their colour choice, but it is essential for slower weapons. Why? Well, your character will not join the CJ until he is finished his current auto-attack animation or skill. Turning off auto-attack will result in immediate (save for latency) registering of your choice.
After you've made your addition, STOP. Don't queue up a skill, don't target anything else, don't move. Just sit back and wait for the CJ to happen, then resume play.
Know the patterns. Things go wrong, especially with randomly occuring conjunctions. Your group may have an alternate CJ pattern decided for these (often RRRRRX where X = Y|B|G). If the ordering was supposed to be R->clockwise and #2 chose blue instead of green, #3 hit yellow, and you're up next, go with green, as it is the only possible choice left that will continue the pattern. If you see RRG (happens often, some people are too "RED!" happy), throw in the extra green and complete the pair.
Know your groupmates. If your offtank is #3 and you're #4, and he's not ready to add his, fill his spot for him. At worst, you'll end up with a length 3 straight (which are still pretty effective). At best, #5 might notice the missing person, see you add for him, and in turn fill your own place. If the group is really good, the offtank might make it back in time to throw in #6. This is especially valuable in randomly occuring CJs, since groupmembers are more likely to be caught off guard. Use this advice lightly, as unless your group is well coordinated and well practiced, going out of order can really mess people up, and you may be better off waiting and hoping that the missing person will get in on time.
Went early? Pull out! Just move a little in any direction to cancel your addition. You can then resubmit (if there's time), though you'll be placed at the end of the queue, with those after you being bumped forward.
The bonuses have a maximum range < the hunter's range for joining! What this means is that a hunter can join a conjunction from way back, such as Wrath of the Oathbreakers, and not receive the group bonus to power and morale. The solution? Even hunters should get in a little closer when an expected conjunction is coming. You don't have to be in melee range, but I expect about "20" game distance units, or slightly more than a standard mob's aggro radius should do the trick.
The moves themselves have a range. With the possible exception of bosses with AOE attacks, I encourage ALL members to close in fully. Even if their role is green or blue. This ensures they will be able to choose any colour when they need it (coincidentally, they're also less likely to start casting anything). This one is key: Red and yellow require you to be closer than your melee auto-attack does. Get right in there and put one foot on the circle around the mob's feet. Use that circle as a gauge for your distance from the mob, as it's difficult to tell with the models sometimes (like with Huorn trees). For Green and Blue, get well within the mob's aggro radius. You still have to be close, though not necessarily in melee range.
Also, ever ran up to a usable object and clicked it right away, only to have it tell you to stop moving first? It's the same way for CJs, give your character that half-second to stop moving before you hit the key.
Now, for the organizational tactics..
Different types of CJs will require different tactics. That is to say, the straights (around the wheel) require that each player be given a number and a colour. Others, like Break the Door require partitions, each with a number and colour. Either way, the idea is to distribute to each individual member of the group a number and colour. For example, here is an ordering for "Entish Justice" in the format I generally use to assign each person:
1 : Alfonse - Red
2 : Betty - Green
3 : Conipercus - Yellow
4 : Dante - Blue
5 : Eor - Red
Here is another example for "Tramp of Doom" reversed (any CJ can be done in reverse order for the same effect):
1 : Alfonse, Betty, Conipercus - Yellow
4 : Dante, Eor, Flipper - Red
So far, this is all pretty obvious. The trick to getting these down is getting people in the best possible order. There are countless factors both positive and negative for each player and each group role for placing a person early or late in the list. Getting the right order can make the difference between a flawless CJ and a random series that barely scratches the mob.
Your group may contain all or some of the following classes or "roles"...
The Burglar: Typically starts most of the conjunctions. Should know them better than any other group member, and usually is the one to assign the order, though which CJ to be used may be decided by the group as a whole or its leader. Burglars, when you start a conjunction, don't forget to keep your group updated! This means not only warning about an upcoming planned CJ, but also any misses/resists/immunes, or reattempts. Voice chat is invaluable here, though you can get by without. A countdown ("CJ in 5..4..3...) may also be a good idea in an experienced group, allowing everyone to be at the ready without wasting time.
Tactic 1: Burglar first. Have the burglar initiate and start the chain. Noone should ever beat a burglar to his own conjunction, or even most random ones. When a burglar starts his own, the 2nd person can throw their colour in immediately, comfortable in the knowledge that the burglar will have his in first, freeing up more time for 3-6.
Tactic 2: Burglar last. The burglar, being the most skilled at CJs knows best how to fill in, improvise and otherwise help the group finish as long a chain as possible. By going last he can safely fill in for any other group member for a chain length of 1 less. Furthermore, the Burglar should have the best sense of timing, and be capable of throwing down whatever colour adds the most to the group at the very last moment. For example, in a red-happy group, you can safely let everyone choose red, and if they all get in on time, finish off with X = Y|B|G as needed. If they don't all get in on time, you can add one more red for the extra damage.
The Healer: Generally a minstrel. Never put your minstrel first. Ever. They may need to keep healing (or finish healing) for the first 4 seconds of a CJ, and should not be kept waiting during the rest. However, depending on the desired combination, last isn't always ideal either. Put a slight bias for the minstrel on Blue. Why you say, when everyone in the group gets the power buff? If the combination goes bad, everyone just gets an individual effect based on the colour they chose. If your minstrel was on red and your champion on blue, you just wasted both. It may be wise to instruct your minstrel to add their blue at the last moment if they can, regardless of how far around the group got, ensuring that at the very worst they still get some power.
The Main Assist: This may or may not be your main tank, depending on the group setup. The key here is that this person, main tank or not, is the one person who should be guaranteed to have focus on the target mob at all times (except those situations where the Burglar picks another mob for immunity reasons or other, but you'll get notice of that ahead of the CJ). During the CJ, the mob will be stunned, so aside from a bit of damage dealing, there's no harm in this person going early in the CJ. Typically they will either be #1, or #2 if the Burglar is #1. It's generally best to give them a red or yellow, though if the MA also happens to be tanking, a green is also a good option in case things go sour.
Hunters: Hunters are usually great at conjunctions. They don't have to get in close, or worry about being too close. Whenever possible, give them a red or yellow, usually early in the order. If your hunter is quick at them, they can make a good #1, otherwise place them right after either the Burglar or MA, or the next red|yellow to come.
Special note for the hunters: As I understand it, Hunters still have a bugged (or rather, different) colour wheel for CJs. Sadly, the best conjunctions rely on patterns that move clockwise and counter-clockwise around the wheel. Having the wrong wheel will probably make these patterns seem a whole lot more confusing. I presume this is going to be fixed eventually, but in the meantime, I strongly advise learning how the colour wheel looks for everyone else (see link above on learning the basics) and commiting it to memory. In fact, you may even want to go as far as ignoring the on-screen wheel and mapping your keys to the "normal" wheel (Red = Up, Green = Right, Yellow = Down and Blue = Left).
Offtanks: When a burglar lands a conjunction, the offtank should have notice enough to target and face the appropriate mob. So, it's usually safe enough to assign them reasonably early, though if you expect a lot of offtanking, you may want to set a different CJ or order for random CJs. You can give them whatever colours you need to fill, they're melee so red/yellow are logical choices, but the green/blue can benefit them with the larger range. For the most part, their exact position will depend on the individual's speed at CJs.
Lore-masters: Because they have several abilities with long induction timers, and are rarely in melee range, try and bias LMs to the later in the ordering, possibly last (though last place can also be a special position for those who know CJs well, if your LM is such, then they make an excellent last-person). If they aren't functioning as your healer, it's not critical that they be given any particular order or colour.
Everyone else: These folks are filler to cover the in-betweens so you can give everyone else the colour and position that suits them best. Though keep in mind the general guidelines outlined next.
General ordering tips: Everyone has a different reaction time, comfort level with the CJs, creativity in improvisation of CJs and understanding of valid combinations. Each of these can affect where you place a person in the ordering. In general, you want to push slow people towards the end, whether because of their connection, their skill with the keyboard or mouse or whatever, if you have a player who consistently delays in getting their colour in, bump them back. Those who are good at understanding and completing combos outside their given colour should be in the middle, or possibly last if they're really good at both improv and timing. Characters with critical group roles (ie: healing) should be closer to the end to minimize lost time. Finally, anyone who frequently makes mistakes in colour or order should be as late in the order as possible, so that a bad placement will have less of an effect. In particular, do NOT put them 3rd, this is the most "vulnerable" position to error and can make a big difference in CJ results.
Choosing the right Conjunction:
This is for the Conjunctions that "matter". The ones your group can't afford to screw up, the ones that aren't practice anymore. Usually, before a difficult battle, you'll want to discuss and arrange what will be used. You may also want to discuss contingencies. Also keep an eye out for emergency instructions like "ALL BLUE" over voice or in the chat during such battles, often ensuring that the group gets some power back is more important than attempting the more difficult conjunctions, particularily when a battle gets chaotic. Though clever players will realize after seeing 4 of a kind that adding more of the same colour has little advantage and will choose whatever they feel would be best. For random conjunctions in difficult battles, you may want to set out ahead of time that unless otherwise instructed, everyone should go red (and then, the CJ leader can finish off with X). Only attempt the fancy ordered conjunctions in difficult battles if you have a tested and well practiced group, AND you know the fight is not too chaotic (too many adds lead to poor CJ participation).
Practice, practice practice:
Whether you're taking on the witch king himself or boars in the shire, it never hurts to try for the fanciest conjunctions you think the group can manage. Work your way up, first by getting everyone on the same colour, then partitioned combos (RRGG and such), then finally straights. If you have a regular group and are consistently pulling off straights with every group member, you can move on to practicing improv. For example, set up an order but don't assign colours. Start the CJ by picking any colour, have everyone else complete it, in either direction, on the fly using that order (random order CJs simply cannot do straights, it'll never happen. The little bit of delay between clicking and your colour showing up will always result in duplicate entries from different people). If you get *really* good at it, name a CJ (or its colour order) and have your ordered group pull it off on the fly. If you say "5 reds then yellow", then those in 1-5 should know to hit red asap, and #6 should know to wait it out for the final yellow.
Setting the Stage
Sometimes there's just no helping those random CJs that come up. Often, it is wise to choose a separate (easier) conjunction for use in this situations, though it may just make things worse. However, there are no such excuses for the Burglar's own conjunctions. The can be ruined by unlucky timing (knockback, stuns..), but you have the ability to give fair warning, and make sure everyone seems to be in place and ready. I usually like to give about 3 seconds warning or so before firing the skill. The first several players in the order should have their finger ready on the desired key (if you're going for a difficult straight) and should STOP the use of all skills save auto-attack). How long your minstrel and others who may be later in the queue can afford to wait will vary, but if this is you, I suggest getting ready early until you're used to the timing. It is the Burglar's job to check quickly that the minstrel is ready (no emergency heals needed), or be prepared not to include them. If your CJ starter is resisted, or you forgot to check for immunity, tell your group asap so they can resume play, or announce that you'll be trying again with another skill (or marbles).