Make the plan before the loading screen
Ask whether the group wants to explore, finish an objective or simply spend time together. A player carefully searching every room and a player rushing to the next mission may both be playing reasonably, but they are not following the same plan. Agree on pace and spoilers before starting rather than turning those differences into an argument halfway through.
Check the practical details too: who hosts, which save the session uses, whether everyone has the required content and how progress is retained. Local co-op, an online server and a remote-play session can distribute those responsibilities differently. A short joining test can reveal a missing update or input problem while there is still time to solve it.
Use calls that change the next action
During a busy moment, give the location and the action you need. “Wait at the door; I am reloading” is easier to act on than a long explanation of why you fell behind. Use names or agreed landmarks when “over here” could describe several places. If the game provides pings, test what each ping means and whether everyone can see it.
Leave space for replies. Several people talking at once can hide the one message that matters. Agree who gives the main timing call when the group needs to act together, without turning every relaxed session into a command structure. If someone misses a cue, repeat the useful information instead of adding blame.
Text or pings can be preferable when a person cannot or does not want to use voice. Check that the group can notice those messages while playing. Adjust notification or interface settings where available, and do not assume silence means agreement or inattention.
After a failed attempt, discuss one change before restarting. Keep the review tied to something observable, such as entering before the group was ready or using different route names. If the session stops being enjoyable, take a break or choose another activity. Good communication makes it easier to coordinate and understand each other; it should not make a casual game feel like an examination.