You have to set up material.
Enable material:
glEnable(GL_COLOR_MATERIAL);
Set ambient and diffuse to read from what you set in glColor:
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
Setup specular. For complete specular you have to have defined specular reflective color and shinines.
float specReflection[] = { 0.8f, 0.8f, 0.8f, 1.0f };
glMaterialfv(GL_FRONT, GL_SPECULAR, specReflection)
glMateriali(GL_FRONT, GL_SHININESS, 56);
Shinines is between 1 - 128. Bigger value = more bright.
You can find more help on these links:
http://www.falloutsoftware.com/tutorials/gl/gl8.htm
http://www.ozone3d.net/tutorials/glsl_lighting_phong.php