That depends on what settings you chose on your UIRoot. If it's Constrained, then it will be the same size regardless of the resolution and anything you set up will just work. If it's Flexible, then your UI will need to be adjusted to begin with -- such as by using anchoring. I'm going to assume you are asking about that. TweenPosition works in local space by default (meaning virtual pixels). It can be set to use world space coordinates via code. When you are initiating your tween via TweenPosition.Begin, you get a reference to the tween. You can then set worldSpace = true; and use world coordinates.
Alternatively, knowing the desired relative from and to positions, convert them from desired relative space (0.5 meaning "middle" for example) to screen space (multiplying by screen width or height), then use NGUIMath.ScreenToPixels to make it relative to the widget's parent. You can then tween that widget as you normally would (without changing worldSpace to 'true').