You can find plenty of info on Google but for starters:
alpha channel - it's a black and white image (can hold 256 grey levels) that gets added to the images usual RGB channels. You can use it as a mask to specify which parts of the image should be transparent and which should be opaque. For example you render a house with the physical sky, then you want to cut out just the house so you can paste in another sky. So the alpha channel will look like the silhouette of the house which enables you to quickly load the alpha as a selection in PS, then copy just the house to a new layer.
clip mapping - it's a black and white image (only full black or full white, no grey levels) that can be added to a material to specify which parts of a piece of geometry should be visible or not. For example tree leafs. You usually apply a texture of a leaf to a plane. With the clipmap, you specify in the material that only the part of the plane where the leaf color texture is, should be visible. The clipmap in this case will look like the outline of the leaf (leaf itself will be white, the rest black). In Maxwell you add this clipmap in the transmittance channel.
weight mapping - This term is relevant to Maxwell, it is again a black and white image (with 256 grey levels), which you can use to blend between two or more bsdf's. You can add a weightmap to each bsdf in Maxwell. More white in the weight map means that particular bsdf will have more influence. So instead of just specifying an overall numeric weight for each bsdf, you can use a weightmap texture to describe how the bsdfs should be weighted.
normal mapping - basically it's a better version of bumpmapping. A bumpmap is a black and white map, which only gives height information to the renderer (if map more white, make bump move outwards, more black, push inwards, or reversed, depends on the renderer). A normalmap on the other hand also tells the renderer in which direction the "bump" is pointing so it gives you a better bump effect than bumpmaps. Usually a normal map is created from a highrez model, then you apply that normal map to a low rez version of the same model, and when rendered it will look in most circumstances almost as if you had rendered the highrez version. Normal maps are in color, a mix between red, green and blue colors. More info here for example:
http://www.ionization.net/tutsnorm1.htm
Maxwellzone.com - tutorials, training and other goodies related to Maxwell Render
Youtube Maxwell channel