Since you are starting a large brand new project you should be doing
some work before flows or wireframes. 

*I am going to assume the problem is well defined and the vision of what
is being built is clear for sake of brevity.*

Concept models will help you identify all the things or objects that you
are talking about as well as give the relationships between these
things. Dan did a great presentation at this at the IXDA conference.
"Concept Models: A Tool for Planning Interaction Dan Brown, EightShapes"

When you understand the concepts and their relationships then you can
start sketching out ideas about the whole application or different areas
in the application. These sketches are loose and conceptual so that you
can start the conversation. If any of these sketches are moving in the
right direction for the stakeholders then you can dive a little deeper.

All of this should start to give you a better handle on the problem,
requirements and potential solution. 

Now you should be able to talk about areas of the application and flow
between areas. I am not sure you would have detailed workflows at this
point and definitely do not have wireframes. You may be able to look at
some of the overarching navigation at this time.

As you refine the sketches and uncover more requirements to consider
there will come a point where you can start to talk about intra and
interscreen flow. Here you should be able to start high level flow
diagrams to give a sense of coverage.

In my experience wireframing starts after the highlevel framework of
interaction has been straw-modeled and the team is ready to dive into a
particular area of the application. Wireframing starts to illustrate the
layout and content of screens/pages. Doing this too early has been a lot
of wasted time for me in the past. Sketching is much better for
conceptualizing and communicating early on in the process.

My 7 cents,

mTp
Principal Interaction Designer
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