You need to call glVertexAttribPointer two times, once for the vertices and once for the normals. This is how you tell OpenGL how your data is layed out inside your vertex buffer.
// Vertices consist of 3 floats, occurring every 24 bytes (6 floats),
// starting at byte 0.
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 24, 0);
// Normals consist of 3 floats, occurring every 24 bytes starting at byte 12.
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 24, 12);
This is assuming that your normal attribute in your shader has an index of 1.