Since not everyone here knows enough to deduce the rest, here's a full description of what's in the VOD for beginners like myself (e.g., 10% win rate on ICCUP ladder):
10 supply
* stop scv production
10@[200 minerals] barracks
10 gas
@[supply]: restart scv production >> 11
12@[gas done]: add 2 scv to gas
13 scout
@[88 gas]: rem. 2 scv fr. gas
14@[100 gas]: factory
scv >> 15
15 supply
15 marine >> 16
* keep up scv production
* marine production up to 8 marines
@[factory]: mshop + add 2 scv to gas
@[mshop]: tank
28 supply
@[200 gas]: tank + mines (unqueue scv if needed)
* rem. 1 scv from gas
@[2nd tank]: 1 vulture at a time
@150 gas: rem. 1 scv from gas
@[8 marines + 2 tanks]
* stop marine production & move out
* 1 scv to natural
* 1 scv follows tank (for repair/turret/tanking)
@[400 minerals]: cc
@[150 minerals]: siege mode
From here on, react to the game. The following is what happens in Flash's VOD when the push goes well (cross spawn).
~37 supply (from now on, supply as needed)
@[arrive at opponent's natural]: add 2 scv to gas
* start making tanks
@[cc]: ebay + factory
@[ebay]: turrets as necessary
@[before factory]: natural gas
@[factory]: machine shop
Not so good with diag. spawns. Last scouts at 14 in his version for a tiny bit more minerals since scouting does not affect this build all that much. The difference might be a 1 sec difference in factory timing or the 2nd depot. Flash seems to stagger his addition/removal of scvs from gas slightly more (same timing, though), but that also seems even more minor.