Each face / plane / triangle has two normal vectors - forward and backward facing (which one is rendered depends not on the geometry, but also on the material), unless otherwise specified in the buffers.
In addition to what @mjurczyk said, for a THREE.PlaneGeometry you can just use its getWorldDirection method to get the normal vector in global coordinates, because the local coordinates are stuck to (0,0,1), unless you specifically change them in the geometry.