This should help (please refer to the provided header/source):
GLMmodel* model = glmReadOBJ(...);
int vertex_count = model->numvertices; // # of vertices in the mesh
float x0 = model->vertices[3 * 0 + 0]; // x coordinates of the 1st vertex
float y0 = model->vertices[3 * 0 + 1]; // y coordinates of the 1st vertex
float z0 = model->vertices[3 * 0 + 2]; // z coordinates of the 1st vertex
float x1 = model->vertices[3 * 1 + 1]; // x coordinates of the 2nd vertex
...
int triangle_count = obj_model->numtriangles; // # of triangles in the mesh
const GLMtriangle& triangle0 = model->triangles[0]; // 1st triangle
int index0 = triangle0.vindices[0]; // index of the 1st vertex of the 1st triangle
...
const GLMtriangle& triangle1 = model->triangles[1]; // 2nd triangle
...