Train the third man run onto a through ball, and the pass that finds it. The runner has to set off before the release, and the passer has to weight a twelve to fifteen metre ball through a six metre gap into space rather than to feet.
Set two mannequins about 6m apart at the edge of the box as a gate, with station markers around them and a full goal and keeper. Four players work each sequence. The first pass goes forward, the receiver lays it back first time, and the third player releases a runner through the gate to finish. The runner starts as the lay-off is played. Run several balls so a new sequence starts as the last shot goes in, and rotate every player through the running role.
A give-and-go is easy to time because the runner is the passer. He plays the ball, he knows exactly when it is coming back, and his run is triggered by his own action. Useful, but it is the simplest version of the problem.
The third man pattern removes that. The player who finishes here had nothing to do with the first two passes. His run has to be triggered by watching somebody else's exchange and predicting when the release will come, which is a genuinely different cognitive task and a much closer match to what happens in a game. Almost nobody in a real attack is running onto their own pass.
The gate does the technical work. Six metres between two mannequins is enough to play through and tight enough that a hit-and-hope ball will strike one of them. The passer cannot simply drive it forward; he has to look, place it, and weight it so the runner meets it without checking. Coaches sometimes widen the gate when the drill gets messy, which removes precisely the constraint that was making it valuable.
The fault to watch for is the runner setting off when he sees the through ball. By then it is too late: he arrives behind it, has to stretch, and the finish becomes a poke rather than a strike. The correct trigger is the lay-off, one pass earlier. Getting players to move on a pass that is not aimed at them, and is not even going forward, is the whole difficulty and the whole point.
Save it to your private drills, then change the animation, adjust positions, swap equipment, or drop it into a session block. Or start from a blank pitch and build your own.