On end of iTween

Is it possible to have something happen when this iTween ends:

function Start ()
{
    iTween.moveTo( gameObject, { "x" : -1449.818 , "y" : 398.2629 , "z" : 1201.911 , "time" : Speed });
}

if it is how do I go about it

Reference: http://www.insquare.com/itween/

I think you can just layer them on top of each other, and they'll queue automatically. It's kinda weird, but it's easier than sticking it in a coroutine or something. Like this:

function Start ()
{
    iTween.moveTo( gameObject, { "x" : -1449.818 , "y" : 398.2629 , "z" : 1201.911 , "time" : Speed });
    iTween.moveTo( gameObject, { "x" : 0 , "y" : 0 , "z" : 0 , "time" : Speed });
}

http://itween.pixelplacement.com/ look at "Callback Functions"

Nearly all of the methods in iTween allow the addition of an optional "onStart" and "onComplete" argument. This argument takes a string refrence to an existing function in any script attached to the currently utilized GameObject. In addition, you can optionally provide "onStartParams" and/or "onCompleteParams" arguments to allow the passing of an object to the destination "onStart" or "onComplete" function. You can also specify an "onStartTarget" and/or "onCompleteTarget" to allow the firing of a function on a different GameObject.

To illustrate this functionality let's create a looping animation (Note: iTween includes a native loop feature called "loopType" built in which could have been set to "pingPong" to do this in 1 line of code but this example is merely to demonstrate the flexibility of utilizing callbacks):

private var tweenTarget : GameObject;
var counter : GUIText;
var count : int =0;

function Start(){
    tweenTarget=gameObject;
    roll("right");
    counter.guiText.material.color = Color.black;
}

private function roll(direction: String): void{
    switch(direction){
        case "right":
        iTween.rotateBy(tweenTarget,{"z":-.5});
        iTween.moveTo(tweenTarget,{"x":1.7, "onComplete":"roll", "onCompleteParams":"left"});
        count+=1;
        break;

        case "left":
        iTween.rotateBy(tweenTarget,{"z":1});
        iTween.moveTo(tweenTarget,{"x":-1.7, "onComplete":"roll", "onCompleteParams":"right"});
        count+=1;
        break;
    }

    counter.text=count.ToString() + " Loops";
}

This is how you would accomplish the same task with LeanTween:

function Start ()
{
    var toPoint = Vector3( -1449.818, 398.2629, 1201.911);
    var speed = 1.0;
    LeanTween.move( gameObject, toPoint, speed, {"onComplete":moveComplete});
}

function moveComplete(){
    Debug.Log("I am done!");
}