Simple enough question (could be wrong)
im looking to animate between two points in a straight line, using HTML5 and/or Jquery.
ctx.beginPath();
ctx.mov         
        You could use a linear interpolation or lerp. Something like this. Here is an example on jsfiddle: http://jsfiddle.net/UtmTh/ and here is the main code:
var canvas = $("#paper")[0];
var c = canvas.getContext("2d");
var startX = 50;
var startY = 50;
var endX = 100;
var endY = 100;
var amount = 0;
setInterval(function() {
    amount += 0.05; // change to alter duration
    if (amount > 1) amount = 1;
    c.clearRect(0, 0, canvas.width, canvas.height);
    c.strokeStyle = "black";
    c.moveTo(startX, startY);
    // lerp : a  + (b - a) * f
    c.lineTo(startX + (endX - startX) * amount, 
             startY + (endY - startY) * amount);
    c.stroke();
}, 30);
                                                                        This works for me :
HTML :
<html>
<head>
</head>
<body>
    <canvas id="canvas">
    </canvas>
</body>
</html>
JS :
var c = document.getElementById('canvas');
var ctx = c.getContext('2d');
ctx.beginPath();
ctx.moveTo(0, 0); // a
ctx.lineTo(100, 100); // b
ctx.stroke();
                                                                        Give this a try, not sure if it is what you are after, can explain anything you are not sure of:
var frame = function () { // http://paulirish.com/2011/requestanimationframe-for-smart-animating/
        return window.requestAnimationFrame  ||
          window.webkitRequestAnimationFrame ||
          window.mozRequestAnimationFrame    ||
          window.oRequestAnimationFrame      ||
          window.msRequestAnimationFrame     ||
          function (callback) {
            window.setTimeout(function () {
              callback(+new Date())
            }, 10)
          }
      }()
var canvas = $("#canvas")[0];
var ctx = canvas.getContext("2d");
var easeing = {bouncePast: function (pos) {  //just a sample to show easing
                if (pos < (1 / 2.75)) {
                  return (7.5625 * pos * pos);
                } else if (pos < (2 / 2.75)) {
                  return 2 - (7.5625 * (pos -= (1.5 / 2.75)) * pos + .75);
                } else if (pos < (2.5 / 2.75)) {
                  return 2 - (7.5625 * (pos -= (2.25 / 2.75)) * pos + .9375);
                } else {
                  return 2 - (7.5625 * (pos -= (2.625 / 2.75)) * pos + .984375);
                }
              } }
function animate(x1,y1,x2,y2, duration, ease) {  //your main animation loop
    var start = +new Date();
    frame(run);
    function run(t) {
        var delta =t - start;
        var pos = delta/duration;
        if (delta <= duration) {
             draw(x1,y1,x2,y2, ease, pos)
             frame(run)
        }
    }   
}
function draw(x1,y1,x2,y2,ease, pos) {  //does the drawing
    var easepos= ease(pos)
    canvas.width = canvas.width;
    ctx.strokeStyle = "black";
    ctx.moveTo(x1, y1);
    ctx.lineTo(x1 + (x2 - x1) * easepos, y1+ (y2- y1) * easepos);
    ctx.stroke();            
}
animate(10,10,150,100, 2000, easeing.bouncePast)
http://jsfiddle.net/fqtGb/2/ -> demo
-- Andy
You should check this out : http://paulirish.com/2011/requestanimationframe-for-smart-animating/ it is fairly easy to do, after reading it you should be able to do it! There is also an example.
Thanks valli-R and Zevan,
I've coded an amalgam of your two answers which uses lerp with requestAnimFrame
http://jsbin.com/enobes/6