It is possible, even over the internet.
First of all you must be dedicated: If you want people to follow your lead you have to show them that you know what you're doing, this requires a good knowledge of the language you're using, which it sounds like you don't have yet, and evidence that you can see a project through, which means you'll need to make a game on your own first or at least show that you've put a lot of work into your project and have a clear plan of where to take it.
Next, you must inspire people and make your project as important to them as it is to you: it's not enough to just grab the first set of people who say they want to make a game, they have to be dedicated to the project too.
Both these factors are reasons why it is a good idea to hold off making a team until you have something to show for yourself / for the project. If you have something cool to show you will inspire people and they will be excited to help and more than willing to follow your lead. But even once you've gained interest you should still hold out, don't accept people's offers for help based on nothing but words: if they're interested great but you need dedicated people, and if they're dedicated they will start tinkering with the code on their own. Oh I didn't mention the open source part but yeah! If you want people to help you out (and find out who can actually help you) then you can't be secretive with your code, posting a few screen shots isn't good enough, you must let people get their teeth into your project to develop any lasting interest in its development.
And that's just the recruitment part! Yes these may seem like strict standards to uphold but it's far better to have a small team and get the job done slowly than a large team that flails about with members constantly leaving and/or getting angry at each other and falling apart leaving a mass of unusable code. You need stability first, speed second.