I actually do this in Windward myself. I have an object in the scene (with TNObject script attached that has ID of 11 in my case). On this object I have a script that controls wind. It takes care of updating the wind's direction and strength periodically (every few seconds), and sends this to everyone via an RFC. Everyone interpolates these values exactly the same, but only the host actually does the updating / sending logic.
For day/night cycles I have another script -- but it doesn't track day/night. It simply tracks "server time", and sync's this value via an RFC periodically. Everyone takes care of advancing the time on their own, and the day/night cycle is based off of that time.