1) Schedule something, then be there.
2) That's it.
For any plot really, but especially your first one, you do not need to have rewards, or incentives, or even particular reasons for people to attend. This will not be about changing the face of conflict in the city, or throwing the party of the century. This will be about demonstrating minor organizational skills and adherence to timeliness, two things that if demonstrated will make future efforts infinitely easier. There are several key items to keep in mind that will make this process easier on you, and so easier every time afterwards.
1. Organize it yourself.
This is both because for your first plot you want to demonstrate you can do this, otherwise what was even the point, but also that it's just much easier to make events or plots happen in SD if there is one person calling the shots. Every single additional person added to the decision making will slow it down and complicate it and increase the likelihood that someone tries to reschedule or cancel at the last minute. Helpers are fine, but you're the boss. Don't give up this authority, ever.
2. Plan it first, then announce it.
Players frequently set themselves up for crunch and cancellations with aspiration scheduling, making an announcement for an event they're sure they'll be able to figure out by three days or three weeks or three months later when it's supposed to happen. If your event is simply 'come here and roleplay for an hour' then this is not such a huge concern but if there are any details to be worked out, do them before you lock yourself in. When you think 90% of the planning is done, there is another 90% to go in practice. If you want to do some particular coded activity, don't assume it will work like you imagine it will, do it yourself first!
3. Never reschedule, never cancel.
This is the kiss of death for players trying to get started in plotting. Many people will feel eleventh hour cold feet, and if you asked anyone to do anything for your plot or during it, you can be sure there's a good chance they'll try to back out at the last minute or delay or slow things down, and equally likely that you'll want to back out yourself at the last minute. Resist this impulse at all costs. Doesn't seem like it's going to go exactly as you wanted? Doesn't matter, do it anyway. Doesn't seem like anyone will show up? Doesn't matter, you're the only attendee that matters. In the end this is about demonstration of your commitments and abilities, not whether someone else can be relied upon. If you're the only one there have some fun on SIC narrating a bunch of over the top fiction, just be there yourself as you promised.
4. Players are secretly the real incentive.
You can incentivize attendance of characters in various ways, having games, or prizes, or promising some kind of conflict, or roleplaying content, or whatever else, but what really drives players to come to plots is other players being there, especially key players they may want to interact with to advance their stories. There is nothing wrong whatsoever with asking someone who might be prominent or important to other players if they would consider attending your event or being involved in your plot (within reasonable bounds). They may say no, but many veteran players will say yes if they're able to, especially if they see you're making an effort yourself.
5. Ask for help, keep expenses down.
Try as much as possible not to spend much (or any) of your own money on your first plot, it can be discouraging to overspend and realize none of it was necessary. It will take some experience to know what is important and what isn't when it comes to money. Everyone wants to be the person who can throw around big sums of money to help out their friends but for now don't pay other players for expensive services, instead ask for favours, ask for help. Say you need help. These are the universal words that will cut through to many players. Just don't give up organization authority to anyone.
6. Don't schedule far in advance.
Exactly a week is ideal for SICAD purposes (run your ad exactly a week in advance of when you plan to have your event and it will stop running just as your event ends, this will make you look like a total pro). For smaller or quicker events a day or even an hour is completely fine. Very little notice can work wonders for getting things quickly off the ground, as long as the effort required from other players is small. Too much advanced notice, or took long a planning cycle, can really take the wind out of small plots. Be quick and lean, and don't sweat the specifics.
7. Don't rely on other players.
Whatever type of event or plot is happening, make sure if everyone else bails you'll be doing something there. It can be something as simple as keeping chit-chat from getting stale, but don't let someone else's cold feet ruin your proof of ability.
8. @Note what you did.
This can be anything from one brief note at the end just as a simple summary of what you did and when, or a multi-stage breakdown of the specific organizational challenges or processes you went through and how you felt about them. You want some minimal record for posterity that this happened, and you made it happen.
9. The next time will be easier.
Plots and events big and small can go flat or sideways or come apart at the seams in a million ways, but the thing to remember is the event or plot itself is not what you're really doing, you're doing the lead-up to it and if you did that what happens afterwards is not nearly so important because it's the skills at organizing that lead-up you're looking to improve and demonstrate.