You need to code a handler in Client.lua which will receive the account name and set the text for "nick" with it.
You need to code the server to send the nick to the player.
In practice you would need this on client.lua:
Code:
local MyHandlers = AIO.AddHandlers("AIOExample2", {})
function MyHandlers.TheHandler(player, playernick)
nick:SetText("|cFF000000Your nick is: "..playernick.."|r" ) -- assuming nick is global
end
And this on server side:
Code:
-- this is where you want to send the nick to the player
AIO.Handle(player, "AIOExample2", "TheHandler", player:GetAccountName())
If you want to show something on the player's screen, you need to either know when to send it to the player on server and send it then,
Or you need to first request it from server when you need it and then server sends it.
And then the client receives it and shows it.
There is no easy way of getting something from the server on demand like nick:SetText("Value:"..GetValueFromServer())
The reason this is not possible is that it would either freeze the client for the time to fetch the needed value or it would halt rendering or whatever the client was doing until the value is fetched.
The only nice way I can think of is to get the data on login for example or other known event you can use to send it to player, or you can request it (and maybe have a dummy value at this point), wait for it to arrive and then use it.