We all started once. Let me suggest to get the OpenGL Pogramming Guide 9th Edition, aka the "Red Book". It's worth so much more than any internet tutorial, especially in the beginning.
Yes, after calling glBufferData() the data has been passed to the video driver and been copied to VRAM (to be exact, where exactly it resides depends on a few settings) and can be deleted from your application's memory if it is not needed elsewhere.
And yes you must store the buffer names ("ids"). They are the handles to the OpenGL objects and you need them everywhere, including deletion when they are no longer needed.