rigging is simply assigning verticles to a skeleton. It makes animating easier and more realistic.
Errrmm...
There is extruding, which is pretty much popping faces out. Bevaling is pretty much the same as extruding but it allows you to scale the face right after you extrude.
Boleen or carve, is like making a model to be imprinted into another model to form an imprint or a hole in the shape of the model you are using to carve the other. I don't recommend using this tool because it can get very messy.
There is meshsmooth, which is a quick and easy way to make your model smoother, but adds more polys as you set the multiplier higher. This is used alot to make the annoyingly hard part of modeling, high poly modeling, a bit easier.
Umm..UV mapping is one of the most important things to learn, its basically unfolding or unwrapping your model onto a 2d image to be textured [skinned].
There are some other terms you will need to learn about in the future such as normal mapping, bump mapping, specular maps, and alpha maps. Normal mapping is pretty much making a two seperate models, a low poly, and a high polys model to be combined into one to form a normal mapped model via normal maps created from the high poly mesh. Bump mapping is similar to normal mapping, but not as involved. It is usually all done on the skin map, skinning folds, creases, wholes, scratches, etc into the map and used as a bump map, which makes an impression on your model when light hits it. Specular mapping is basically brushing in the areas that will react to light in differant ways so when the light hits the model the specular map can shine through. And alpha mapping or transparency maps, are used to create transparent, or completly invisible areas on a texture, this technique is commonly used to create trees, bushes grass, hair, etc...
Umm...There are some others, but they are something you should figure out how to use as you go
. Hope I helped a little.