Ambient occlusion belongs in a diffuse channel but you would be wise editing your diffuse colour map and the ambient occlusion to make them one map. Mix map/2 maps means more overhead for the same result.
Glow maps go in the Self-Illumination slot. Click the checkbox to turn on "Color" too (at the top level of the Standard material). I'm not sure about ambient occlusion maps, I'd probably just put them in the Diffuse slot using a Mix map type (with your diffuse texture map in the first Mix slot, pure black in the second Mix…
The new version of max has really neat composite materials, similar to photoshop layers. You would be able to bring in an AO map and multiply it on your diffuse. You could also do the same with your spec if you wanted. neat stuff :)