Pins
A pin happens when a sliding piece (bishop, rook, or queen) attacks a piece that has something more valuable standing directly behind it on the same line -- if the front piece moves out of the way, the attacker captures whatever's behind it instead. The pinned piece is stuck: it can still technically exist on the board, but moving it would be a mistake (or, if the piece behind it is the king, moving it would be flat-out illegal).
That second case -- when the piece behind the pin is the king -- is called an absolute pin, and it's the strongest version: the pinned piece cannot move at all, by the rules of chess, no matter how much the player might want to. A pin against anything other than the king (a queen, a rook) is a relative pin: the piece is legally allowed to move, but doing so hands over the more valuable piece behind it, so it usually shouldn't.
Pins are a favorite setup move precisely because a pinned piece is a piece that has temporarily stopped doing its job -- it can't defend other squares, can't capture, can't participate in the game, all while still occupying space on the board. Strong players routinely pile more attackers onto a pinned piece, since it has no way to escape or fight back.
Worked examples
Absolute pin (Bb5 pins Nc6 to king)
The bishop on b5 pins the c6 knight to the king on e8 -- the knight cannot legally move at all.
Relative pin (Ra1 pins Na4 to rook)
The rook on a1 x-rays the a4 knight through to the rook on a8 -- the knight could legally move, but doing so would lose the rook behind it for nothing.
Test yourself
Find the bishop move that pins the knight to the king.