Gloss is specular falloff. a shiney plastic would have higher gloss than say an old grimey cloth sack. adjust accordingly
Specular maps are stored in the normal maps alpha channel. if you do not create a channel and put something in there, and then save out the normal using one of the dds formats that use the alpha channel, dxt3/5 etc, it'll create one and fill it with white. this is probably what you have done. either make a spec map or use a algorithm that doesn't use alpha channel, ie DXT1, and then use the specular level in the material property to controll the spec. I recomend using a spec map, yeah its twice the file size, but if you do it right, it can make your textures pop.
willie- did you just say to darken the normal map itself!? or did you mean the diffuse map? you can't darked a normal map. the rgb values have to be correct. its even unadvisable to decrease the size of the normal, as it resamples the pixels causing errors(super minor but its there). you should render them at this final size, though I always render them at double rez and resize.