Well, what you really need to do is to create a render loop with javascript using requestAnimationFrame(), and render with the canvas element. Here's a really basic example of rendering with HTML5:
var canvas = document.getElementById('gameCanvas');
var context = canvas.getContext('2d');
var myImage = new Image();
var myImage.οnlοad=function(){init();};
var myImage.src='location/of/image.png';
var imageX = 0, imageY = 0;
function render()
{
window.requestAnimationFrame(render);
// clear canvas
canvas.width = canvas.width;
context.drawImage(myImage, imageX, imageY);
imageX++;
imageY++;
}
function init()
{
window.requestAnimationFrame(render);
}
There will never be flicker when you're rendering through a canvas since the browser is already double buffering that rendering surface; and manually double buffering the canvas will actually produce a significant drop in framerate. What you're probably encountering (if you're rendering through a canvas) is tearing of the frame. Using requestAnimationFrame will resolve the tearing problem by essentially v-syncing the render (since it waits until the end of code execution to render).
Hopefully this will help you get started on the right path for rendering with HTML5.