Well, it’s morning where I am…
In order for the armature to affect your mesh the relevant bones must have an associated vertex group in the mesh.
For example, the upper-arm bone (named ‘upperarm’ or ‘Bone.006’ or something) is supposed to move the upper arm. Select the mesh and from the drop down box on the 3D View menu bar change the mode to Weight Paint Mode. Your mesh will become dark blue and some section of it will probably be bright red. Press F9 and in the Edit Buttons choose the ‘upperarm’ (or ‘Bone.006’) vertex group and you’ll see that it is the upper arm painted red.
Those vertices of your mesh that are not moving are not associated with any vertex group (they should be associated with at least one).
In the Edit Buttons choose a group that is near the vertices that aren’t moving and paint them red (or whatever color most closely matches the color of nearby vertices).
In order to work best, there should be some overlap between vertex groups. For example, the upper-arm vertex group should extend a little into the shoulder and into the lower arm. Likewise, the lower arm group should extend a little into the upper arm, and the upper-spine/ribcage/shoulder/whatever group should extend just a little past the shoulder into the arm (on the deltoid muscle).
Weight painting works while the mesh is deformed, so pose it so that the ‘fixed’ vertices really stick out, then enter Weight Paint Mode, and paint them and you should see them snap into place.
Here’s a view of how I weight painted an arm.
Hope this helps.