my fps network game

Ok but how do you overcome something like this.
Lets say clients average ping is ~250.
Client starts to move forward at speed of 1.
Info arrives at server lets say after 0.2 seconds.
Server starts to move player forward at speed 1.
After 1 sec of moving you stop the movement.
Info arrives at server lets say 0.3 seconds later.

Now on your machine you moved for exactly 1 sec at speed of 1. While on the server your player moved for 1.1 seconds at the speed of 1.

Real quickly strange stuff starts to happen, unless of course you are doing, setPos and move direction+speed, but then the server loses the saying.

One more Q:
Do you have player vs player collisions?