   texCoords, normals in VBOs?
  Can texture coordinates and normals be stored on the graphics card for use with vertex data in a buffer object?  What about for multi-textures?  I mean, idealy, you would just send all your different types of arrays over to the card.  I think I'm reading conflicting accounts on what can be done.   
  yes, you can put them into VBOs, either seperate ones or the same ones, you just have to tell OpenGL where the data starts (and if its all in the same VBO how much it has to skip to get to the next vertex worth of data)   