Vertex Buffer Objects, or just simply
VBOs, are the last word in efficient storage of vertex data. They allow you to directly store your vertices on graphics card accessible memory (VRAM or AGP) so that the driver can push them through the pipeline exceptionally fast.
They're fairly easy to use and [google] is always a good
place to start looking.
I know that
DevMaster has a brief, no-nonsense, walk-through of using VBOs.
Or
NeHe has a more in-depth, but as usual, convoluted example.
And when you want to get more intimate then
try here.