I have not done very much networking with Godot myself, though I ideally want to change that in the future, so please take the following with a grain of salt!
This means there is no "magic" available that for example automatically starts and synchronizes animations when I do this on the master or when a master translates a node and such?
As far as I know, this is the case. Any synchronization over the network has to be done manually through code. You can sync variables through commands like rset and call functions through rpc though.
As far as the master/puppet keywords, I believe it only applies to which function gets called through rpc. Functions with the master keyword will only be called on the computer that created/instanced the node with it's server ID, while functions with the puppet keyword will be called on all of the computers that are NOT the computer that created/instanced the node.
That said, this is just from my assumptions. When I was doing networking code, I didn't use the master/puppet keywords, and instead just used remote and sync and did some minor processing to detect who sent what.
Hopefully this helps a bit! I would offer hints and advice, but honestly I know only the barest amount about how networking in Godot works.
(Side note: Welcome to the forums)