A lot of it is outdated but there are some real gems in there.
Here's a random sampling:
When discussing lighting, I have seen people say things like "I used a basic three light setup...". I have no idea what this means. I'm assuming that there is some understanding of common lighting techniques, possibly from photography or film, that I don't share.
OK, a somewhat simplistic roundup:
In general, all the aspects of the CG world that mimic real-world cinematography, eg camera and actor blocking/positioning, lighting , lens choice, composition within the frame, repay study of the real world equivalents (and of books written about them!) Lighting in cinematography and CG is a huge subject!
The "three light setup" is a basic of portrait photography - the idea is to try to accentuate the 3D structure of the subject, by avoiding them looking flat (which is why those photo-booth pics always look so terrible) - essentially you have:
one bright light (Key-light), a bit above, in front and to one side - this provides the main lighting on the character, but tends to leave large very dark shadows across one side of the face, so you use....
a dimmer light (Fill-light) a bit above, in front and to the opposite side - this avoids having pitch black shadows from the key-light
a third light (Back-light) usually positioned below and behind the subject, pointing up and forward - the purpose of this is to produce a lit edge to the subject, separating them from the background
number - more lights = longer renders, but more control over the appearance of the scene - depends what you are trying to do - most movies use complicated lighting setups to draw attention to exactly the required elements within the scene - individual subjects/objects in the scene may even have their own 3-light setups
types - most of the indoor setups mimicking studio scenes would be using Kliegs (= spotlights). Outdoor scenes may use a Sun - which produces parallel light rays. The Bulb is like a naked lightbulb, producing light in all directions equally
colours - outdoor daytime is bluish light ( and by cinematic convention outdoor night-time lighting tends to be bluish too!) Indoor artificial light tends to be more yellow. Fluorescent can have a slightly greenish tinge. Traditional cinematic and theatrical lighting will often use different colours for the components of a three light setup, such as a bluish Key, and more yellow fill and backlights.
positioning - classic 3-light already discussed - some lights may be in-shot, most will not. (Think of the way in which in old movies, a spotlight was used to fake the illumination provided by a candle carried by a character) Gothic - key below, in front, pointed up. Comedy - bright even lighting. Drama - more emphasised keylight. Filmnoir - just Keylight.
Spotlights were often used to pick out a characters eyes in classic movies, but now less often ( for a recent example, see Anjelica Huston as Morticia in either of the "Addams Family" movies)
Ambience and Radiosity - in the real world, light bounces around from object to object, and may pick up some colouration from objects as it does so. In the computer, we can mimic this to some extent, in several ways. We can use a non-zero ambience (default is 20% in AM, which for many purposes is probably too high, and makes things look a bit flat). We can do a radiosity precalulation - which takes ages, and has a subtle effect similar to setting the ambience a bit higher :-) as far as I can see. Or we can use more fill-lights, which probably gives us most control. Outdoor daytime scenes tend to have higher ambience and look flatter, whereas indoor night-time scenes may have more obviously directional lighting ( and even more so for space scenes).
There's no substitute for reading some books on cinema lighting, and for experimenting with lighting in a simple scene in AM.
Also read the AM99 v7.1 manual (if you haven't already done so, download it!) which discusses the different light types, and issues about radiosity, specularity, heirarchical lights, and light lists ( which allow you to only illuminate specific objects) Also have a look at the documentation on different types of shadow production, and the control over this that AM gives you.