Yes yes, sorry im still sleeping, tangents are defined fine with one derivate, but 1 vecor is not enough to describe a objects rotation in space, The problem is how to define the rotation around a curve.
But nurbs curves DO have a sense of up in maya (and in general implementation mostly too), its based on curvature (first order derivate and the plane the curve forms therein, im not so keen on the meths but you can fine examples of this in graphics gem series), however its not reliable in all instances. Because a curvature change can make them flip around to the exact opposite of the solution you wanted.