Show initiative.
Take an active and open disposition.
Assume nothing is chiseled in stone.
Be fair to yourself and others.
Set your own rules rather than blindly following someone elses.
It wasn't game development, but back when I was writing for webcomics I managed to attract an artist by using the methods mentioned above - I pretty much just started posting bits of my concept pitch for the comic on a related forum, and kept going until someone spoke up that liked it and wanted to work on it.
That said, a programmer is going to be a lot more discerning than a webcomic artist regarding whether you actually have an idea about how to make games from start to finish or not - ideas, as has been said, are a dime a dozen, but someone having the ability to follow their idea through to completion is much rarer.
Also I'm guessing most indie programmers, if they do agree to work with you, will definitely prefer the creative relationship to be contributory as opposed to you directing the production. For instance, the idea for the project that I'm working on was pitched by an artist friend to me, and sounded good enough to go ahead on, but it's evolved so far from that original pitch due to both of our ideas and input that it barely resembles the original document.
HTH!
PS: I find that when I'm on the hunt, a sacrificial squirrel usually does it for me - but that's just a personal preference.