I'm making some prodecurally generated models for my game and I need to know how to define a surface normal for each triangular face. All polygons are wound in the same direction, if this helps any. I know that a surface has 2 possible normals so calculation should be tried for both normals. I think the winding of the points defines which side the normal is set on.
So given (x,y,z) and (x1,y1,z1) and (x2,y2,z2) How would I derive the final normal value?
Is the normal affected by the clockwise or counterclockwise processing of the points?
Also please not that I don't quite have vectors down yet.

So from a series of counter clockwise wound verticies, i need the normals in the form of (normalx,normaly,normalz), all the values must not be greater than 1. This is for an openGl model.
Again I REALLy thank you all for you help so far. This is a wonderfull forum.