I assume by background you mean an image with the full 320x480 resolution.
You will have to create and add a CCSprite:
CCSprite* background = [CCSprite spriteWithFile:@"bg1.png"];
background.tag = 1;
background.anchorPoint = CGPointMake(0, 0);
[self addChild:background];
To schedule replacement use a scheduler:
[self schedule:@selector(replaceBackground:) interval:1.0f];
When replacing the background, don't forget to remove the old background:
-(void) replaceBackground:(ccTime)delta
{
// add new background here...
[self removeChildByTag:1];
}
Tag should increase with each image of course.
One word of caution: loading a 320x480 (which will be a 512x512 texture in memory, using 1 MB of memory unless 16-bit or PVR compressed) from file will cause a noticeable lag. If you're doing an action game you will have to preload the background images. This will leave you with little memory to go with for the rest of the game (15 images x 1 MB = 15 MB of maybe 25 MB available memory).
PS: more Q&A is available in the cocos2d forum: http://www.cocos2d-iphone.org/forum and i also keep adding FAQ answers to my http://www.learn-cocos2d.com website.