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Screenwriting and television

How to pitch a movie idea

· The StoryProp team

Lead with one sentence that hands the room the film's engine, tell the story in three moves, and stop talking with time left for the conversation. The stakes are concrete: when a pitch lands, what changes hands is a story or a treatment rather than a finished script, and the Writers Guild of America's last published Schedule of Minimums put the floor for an original story or treatment on a high-budget feature at $68,205 — real money for material that does not exist yet as a screenplay. A pitch is not a summary delivered aloud. It is an experience you design for a listener who is tired, who has heard other ideas today, and who will decide how they feel about your movie early and then spend the rest of the meeting looking for reasons to keep that feeling. Almost everything useful about pitching follows from taking that listener seriously — not as a gatekeeper to be charmed, but as a person whose attention behaves in predictable ways.

Most weak pitches fail on structure, not on charisma. The writer knows the story so well that they can no longer hear which parts are load-bearing. They start at the beginning, which is rarely where the interest is. They front-load the world. They save the good part for last, as if the room were a reader who has promised to finish. The room has promised nothing. What follows is a way to build the thing: how attention moves, what shape the telling should take, what your listener is quietly tracking, and how to use the questions you get.

The attention economics of the room

Assume three phases. The first is about a minute long, and in it your listener is answering one question: is this a movie? Not is it good — is it a film-shaped object with a reason to exist. If you spend that minute on setting, on two protagonists' backstories, on how you came to the idea, you have spent your most valuable inventory on your least valuable material.

The second phase runs several minutes and belongs to the story. The listener has provisionally accepted that a movie exists and wants to know whether it holds. They are following causality and checking whether the middle has a shape or is just a corridor between the premise and the ending. The third phase is the conversation, where things actually start, and it is the phase writers are least prepared for, because they have rehearsed a monologue rather than a position. The practical consequence: your pitch has to be short enough to leave room for talking. A pitch that fills the whole meeting has not succeeded. It has prevented the meeting from happening.

Open with the logline, then get out of its way

The first thing out of your mouth should be one sentence that hands the room the film's engine. Not a genre label, not a comparison, not a mood — a sentence with a person, a problem, and a pressure. If you have not built one yet, that is its own piece of work; the mechanics of compression and the trap of the vague verb are covered in how to write a logline. A pitch built on a soft logline stays soft no matter how well you deliver it.

Say it, then stop. The pause after the logline does real work: it tells the room the sentence was deliberate, and it gives them a moment to form the question they will ask later. Resist the urge to explain. “So basically what that means is —” undoes the sentence you just spent weeks sharpening. If it needs a gloss, it is wrong, and the fix belongs to a quiet afternoon at your desk rather than to the meeting.

The story in three moves

After the logline, tell the film in three moves. Not three acts — moves. The act grids and beat sheets collected in story structure frameworks are instruments for building a screenplay; a pitch needs something coarser. A move is a place where the story turns and cannot turn back. Move one is the disruption plus the commitment: what breaks the ordinary situation, and what the protagonist decides that closes the door behind them. Move two is the complication revealing that the stated problem was not the real problem. Move three is the confrontation and its cost. That is the whole spine, and it should take a few minutes, not fifteen.

Here is how that sounds on an example built for the purpose. A widowed contractor takes a renovation job in a house where the previous owner died, because the money covers his daughter's tuition. Move one: he finds a room the blueprints do not show, and instead of reporting it he keeps working, because reporting it means losing the contract. Move two: the room holds records from a company he used to work for, and the person who hid them is someone he still owes. Move three: he has to choose between the tuition and the testimony, and he makes the choice out loud in front of the one person who will have to live with it.

Notice what is absent from that telling. No secondary characters by name, no description of the town, no mention of the score or the actor you imagine. Every sentence advances or reveals. Texture goes back in later, one image, once, where it does the most work — in that house a chipped cup on a windowsill that nobody in the film ever comments on will carry more than a paragraph of atmosphere. The three-move discipline also protects you from the most common failure, which is losing the middle. If you cannot state move two in one clean sentence, the middle of your screenplay is probably not built yet, and the room will feel the softness even if they cannot name it.

What listeners are tracking under the words

While you talk, your listener runs three quiet checks. The first is the engine: does this story generate scenes on its own, or does the writer have to push it? A premise with an engine implies its next ten scenes. A premise without one is a situation, and situations stall. When you describe move two, what you are really demonstrating is that the engine survives the first turn.

The second is castability, which is less about star names than about whether the lead is a part an actor would want to play. Roles that get made have a visible transformation, a scene that is obviously hard, and a want the actor can hold onto. If your protagonist mostly reacts, the room will feel the absence even when they phrase it as a note about pacing.

The third is why now — not a trend argument, but a reason this story lands in the present tense of an audience's life. It can be quiet. The contractor story is about what a parent will bury to keep a promise to their kid, and that needs no headline to justify it. Know your answer in one sentence, because it is the question that ends more meetings than any other.

Questions are the meeting

When the room starts asking, most writers brace. They should lean in. A question means the listener has begun imagining the film, and the kind of question tells you where they are. Questions about the world — how the company works, what happened to the previous owner — mean they have accepted the premise and are furnishing it; answer briefly and steer back to the spine. Questions about the protagonist's choices are better, because the person feels real enough to argue with. Questions about the ending are strongest of all: nobody troubleshoots the end of a movie they have not already decided to sit through.

The question to worry about is the one that reopens the premise. “Why doesn't he just report it?” is not curiosity; it is a leak in the logline. Do not patch it with an invention on the spot. Name the real constraint, and if you do not have one, say so plainly and move on. Rooms forgive an unsolved problem far more readily than an improvised one, and inventing under pressure is how writers commit to things they regret in the draft.

One piece of etiquette that is really craft: when someone offers a suggestion, separate the note from the note behind it. “What if she's his sister instead?” is usually not a request for a sister. It is a signal that the relationship lacks stakes. Answer the diagnosis, not the prescription.

What a yes actually is

The market for a finished script bought off the shelf is thin — 24 publicly reported spec deals in 2024 and 28 in 2025 on the tally Scott Myers keeps at Go Into The Story, against 173 in 1995 — so a room that likes your pitch often opens with a shopping agreement rather than a cheque: the producer pays nothing, acquires no rights, and gets an exclusive window of a few months to about a year to carry the project to buyers. An option is the version where someone actually gets paid, and the WGA puts a floor under it: a signatory company optioning theatrical material owes at least 10 percent of the applicable minimum for each period of up to 18 months, which is roughly $12,502 against the $125,023 floor on the outright purchase of an original spec screenplay. Above the floor the numbers change shape. The WGA's Screen Compensation Guide, built from nearly 800 high-budget screen deals made under the 2023 agreement, puts the median pay committed up front on a one-step first-draft deal at $450,000, rising to $500,000 at the major studios and streamers; at the top end, Natan Dotan's Alignment sold to Fifth Season with Makeready producing for $1.25 million against $3 million if the film is made, as TheWrap reported in November 2024.

What the guild floor pays by what actually changes hands: a pitch sells a story or treatment, and the screenplay rows are what a finished script is floored at.
Material soldHigh budget (film $5M or more)Low budget (under $5M)
Original story or treatment$68,205$41,188
Story or treatment (not original)$45,470$29,826
Original screenplay excluding treatment (spec purchase)$125,023$61,064
Original screenplay including treatment$170,655$90,904

Writers Guild of America, Schedule of Minimums, 2023 Theatrical and Television Basic Agreement — rates effective 2 May 2025 to 1 May 2026; the 2026 agreement added 1.5 percent from 2 May 2026

Pitch it to yourself first

The most valuable use of a pitch happens before any meeting. Telling your own story out loud, standing up, on a clock, is the cheapest structural test available. The places where you speed up are the places you are bored. The clauses beginning “and the reason that works is” mark the places the story does not yet work. Do this early — before the outline is finished, ideally, and again before you draft. Record it once and play it back with a pen. You will hear yourself skip move two, or spend a minute on a character who never appears in your version of the ending, which usually means they belong in a different film.

Then write down what survived: the logline as you actually said it, the three moves in the order that felt inevitable, the one image you reached for without planning to, and the sentence you produced when someone asked why now. Those four things are the real pitch document, and they make a good spine for the screenplay itself. Keeping them somewhere durable matters more than polishing them — the version you told out loud in spring should still be findable in autumn, so you can see what the story has become and decide whether the drift was a choice. StoryProp meets that standard by promoting what you agree to into project records the agent reads before it writes, and by keeping every pass instead of overwriting it. A pitch is a promise about an experience, and like any craft skill it improves fastest when you test it on yourself with the honesty you would want from a stranger.

So build the pitch where the pages happen. Describe the film to StoryProp in plain language, fix the logline and the three moves as records it reads before it drafts, and write toward them a piece at a time — pointing at what you want changed and leaving the rest alone.

Sources

Rates, fees and market figures change. These were accurate at the dates shown; check the source for current numbers before you rely on one.

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