Hi,
Here is my advice. It does not matter wich software/renderer you use for this.
1-Observe as long as you can. Look at pictures, or find some real like samples to see with your eyes.
You have to identify these: the colors, the colors of shadows, the colors of highlight, the strenght of these highlights, and the general texture (bumpiness) of the surface.
2-Create the color (diffuse) map. This is where you put the general colors. Making a texture from photographs in Photoshop is the better way.
3-Convert your image to grayscale, and edit it to create your bump map. The bump does not have to be strong when you adjust it in the software, otherwise the "soft" look of the moss will be broken.
4-Create a specular map. This will give the software the information about wich part of the surface shall have highlights. IMHO, you should take the bump map, and boost the contrast, to leave only light gray and white spots. Again, don't apply it with 2 much strenght.
5-Another way to create a specular map is to take your diffuse map, boost the lightness, edit the colors to get the desired highlight colors, and put in its alpha channel the map created in #4.
6-Reduce the specularity of the material (in XSI it is the shading model) so the specularity is very low. And do not turn up your specular decay above 150, if you use the Phong shading model.
7-You can add an ambient map, wich is the contrary of the specular map. Take your diffuse map, turn down the brightness, change the colors as you want, and apply an alpha channel the will only allow the most dark spots to be visibles.
I think it is a good start for creating moss, and actually any other kind of texture.
If I may... If you are unfamiliar with textures, can I recommend you a book about texture creation? It is called [Digital] Texturing & Painting, by Owen Demers, on New Riders editions. You can find it at Amazon.com
This book covers in great lenght the process of creating textures, from the basic observation to the creation by painting, to techniques in Photoshop, to how to use them in a 3D package (Maya is featured in this book, sorry - don't kill the messenger!!!). I'm sure it could benefit you!
Bernard Lebel