Design backwards from the artefact
A workshop is not a long meeting, and the difference in how it should be planned is specific.
The common failure. Someone books a day, invites people, prepares topics, and runs discussion. Everyone finds it interesting and engaging. Nothing exists at the end except a photograph of some sticky notes and a shared sense that it was useful. Two weeks later nobody can say what was decided.
The design principle that prevents it. Start from the artefact you need to exist at the end, then work backwards to the activities that produce it.
What counts as an artefact. A prioritised list. A decision with its reasoning recorded. A plan with owners and dates. A map of a process with the problems marked. A written statement of what the group means by something contested. Each is a concrete object that survives the room.
Why this changes the design rather than just the reporting. Each activity now has a required output that feeds the next, so you can tell during the day whether you are on track. A workshop designed as topics cannot fail visibly until it is over.
The practical method. Write the artefact's structure before designing anything. If the output is a prioritised list, you need candidates, criteria, and a prioritisation step, in that order, and each has a time cost. That immediately tells you whether the day is realistic, which is the question most workshop plans never confront.
And the honest test to apply while planning. If we do this and produce nothing written, what was it for? If the answer is that people would understand each other better, that is a legitimate goal and should be stated, because it changes the design entirely.

