The trick they are talking about does work ... if you've setup for it in advance
So:
1. Create an Alias for your necklace, in the normal way.
Make it Optional.
2. After the necklace is crafted, ForceToRef to get it into the (empty) Alias created
3. Then run the line of script as Ingenue suggests
Player.AddItem(MyAlias)
and all will be well

And, if you are doing it this way, no need to worry about Big's ordering ... that is only applicable if you are using the create-in, as he suggests ...
... and you could do it that way. Have the Player as an Alias (don't shoot me, Justin!) and then use a Create-In on the player to put the necklace in the game-world ... If you did that the necklace alias would need to come after the player-alias in the Quest-Alias Tab