You need to have an application that can use the right shader (The HLSL shader programmed for you application) to get a "WYSIWYG" (What you see is what you get) rendering.
In order to use more than a just a diffuse map (Color texture) on an FBX you need to have a HLSL that calculates the effects correctly and in some way add the extra textures information in some way so your application can read it.
If you take a look at the Normal Map Example...
http://creators.xna.com/Headlines/developmentaspx/archive/2007/01/01/Normal-Mapping-Effect-Sample.aspx
In that example they'll shoe you how to calculate the model to have binormals etc. to use for normal maps and if you take a closer look they have added an extra parameter in the FBX file to tell the application what normal map to use.
Within the application you can see when and how they add the textures to the HLSL shader (*.fx file) to get a nice normal map effect on their model.
Once you've figured this out you can simply create your own shader with Mental Mill Artist Edition or FX Composer (both are free and can be downloaded at http://developer.nvidia.com/)
As for the UVs...
As long as you don't have different UV layouts for each texture you just need the first and use that for all textures...