Hi,
no worries! don't be shy on asking questions, even they are basics, we all have to start somewhere!
You will have to make sure you point to the right component, this is not a global thing. If you want to fire a global event, simply use PlayMakerFSM.BroadcastEvent("MY GLOBAL EVENT") and ANY fsm implement this event as a transition will be called.
So in your case: two ways to get a reference for a gameObject.
1: in your component script, create a public variable of type GameObject and drag and drop a gameObject onto the related inspector field. This is the way Unity works for 90% of the cases
2: you can of course use the Find system, but it is slow and most likely not required, if your gameObject exists in your scene hierarchy, you are better of using technic 1. If you create objects at runtime, you are also better off calling your script with a method and pass a reference of your newly created gameObject, it will be more efficient.
once you have a reference of the gameObject, you need a reference of the Fsm component
You can create a public variable of type PlaymakerFsm and drop any fsm component directly, that's very simple. butmake sure you drag the fsm component, not the gameObject, else it will pick the first fsm component on that gameObject, so if you have several fsm component, be sure to drag the right one.
Once you have a reference of that Fsm component, then yes, you simply need to call the Event() method.
bye,
Jean