Usually you would have multiple threads in the case of TCP, each for one client connection, and a thread for gamestate/logic. In the case of UDP you have one listening/sending thread and one game state/logic thread.
TCP:
Anything comes in from a client you put it in a shared queue. For instance, you may have a seperate queue for jumps, for shooting, etc. Any game event happens you broadcast it across the clients.
Anyway, using TCP is a pretty bad idea anyway (for the game itself, for a chat it's good). You want to get packets out as fast as possible, and not wait for stuck packets that may take seconds to clear (which is why you have to use seperate threads, otherwise one bad player connection can throttle everything).
UDP:
You might want to keep track of the order of packets, if that is important to you. Also include a little header in each packet of what packets were last received, so you know if you have packet loss and need to resend anything. Here's some links that explain in more detail with code: https://www.gafferongames.com/post/virtual_connection_over_udp/
https://www.gafferongames.com/post/reliability_ordering_and_congestion_avoidance_over_udp/
Conclusion
As you can tell, both TCP and UDP have drawbacks and strongpoints.
TCP: very reliable, but slow, blocks a thread. Good for web servers, chats, user account login, anything that does not require millisecond speeds, but does require reliability.
UDP: lightning fast, non-blocking, unreliable. Used for things that just need very fast speed, use your own programming or a library to make it reliable.
Luckily since you are using node, somebody else has probably figured it out, sadly I'm not familiar with the node ecosystem.
Also, I'm not sure if it still applies on modern routers and modems, but it's often claimed that using both TCP and UDP on the same port can lead to connection problems. So I recommend you use different ports for your chat (TCP) (if you have a chat) and your game (UDP). It doesn't hurt either way.