Perfect timing for this sort of question seeing as Jeremy Birn has just released one of his classic training video series for free on Vimeo.
Jeremy Birn is a bit of a legend in the world of CG and he has just released the third edition of his classic 'Digital Lighting and Rendering' (software agnostic guide to CG lighting & rendering techniques).
As a promotion to support the book launch, Jeremy has made his 2008 training DVD, Lighting & Rendering in Maya: Lights and Shadows available for free in full HD via Vimeo.
Obviously, technology has moved on in the five years since the DVD was originally released, but the fundamental principles remain valid and most of the features Jeremy talks about in Maya have a parallel in C4D.
The footage is divided into 18 separate videos, totalling over three hours of training, and comes with downloadable project files and a PDF of course notes.
Highly recommended and get the book too - I have all three editions and constantly dip in for a refresher on certain subjects when I get stuck on a project.
As a side note, we get all our interns to learn to light scenes without GI or unbiased rendering techniques first. It's the best way to learn about the importance of contrast and shadows when composing your shots. If you can nail lighting without GI/unbiased rendering techniques you'll have so much more control over your scenes once you start using physical simulation techniques. Monsters University was the first Pixar movie to use GI but the lighting in Pixar movies is always first rate. Even though Pixar movies aren't photorealistic the lighting direction most certainly is.
One of the best tutorials on lighting I've seen was by Chris Morris at a C4D conference last year. He lights a scene (that's free to downoad from Jeremy Birn's site http://www.3drender.com/
) without the crutch of GI and the results are a work of art. You can view a video of the event here:
And back specifically to JB's training this video from the course is a perfect introduction to lighting a room.
He uses of spotlights to simulate the bounce light you get with GI and the results are very realistic. And because there's no GI calculation the scene renders in a matter of seconds (and this is with 2008 hardware!). The same techniques can be applied in C4D to drastically reduce both rendering times & artifacts when rendering interior scenes using portal lights (invisible area lights at window openings etc) and bounce lights where required.