Players suggest any tactics that the group might take or that other players might want to consider.
This step is when players can just blurt out ideas whether it's most appropriate for their character or not. This step comes with the risk of players unable to decide a next course of action, either because they aren't reaching the conclusions the GM hoped they would or because players disagree with what to do next. While it can be perfectly fine for characters to temporarily separate at times, it's important that each player feels their own story is being told and that they can express and explore their own play-style.
In-session:
This step goes faster in person. However, group dynamics could overshadow the potential contributions of quiet, shy, and contemplative players.
Web Application:
Players can chat their ideas along with other information, such as why they would like to see their idea be used. For instance, to further develop a particular character story or to help justify a deliberate shift of a player character's personality traits. This helps the GM to best determine which idea delivers the best balance of entertainment.
Over email:
Since discussion and development of ideas is difficult using email, it might be better for players to immediately roll initiative (re-rolling it each round) and skip straight to Step 4. Time limits justify the GM guessing the actions of a player character to keep the plot going. For instance, if a player doesn't respond to a scene description within 24 hours of it being received.
The web application especially could allow easily understood time limits and notifications.