See Path Animations Overview and MatrixAnimationUsingPath
It can be used to move a control along a PathGeometry and if you set DoesRotateWithTangent the control will also rotate along the direction of the path.
EDIT1:
<Page.Resources>
    <PathGeometry x:Key="Path" x:Shared="False" Figures="M 10,100 C 35,0 135,0 160,100 180,190 285,200 310,100"/>
</Page.Resources>
<Canvas Width="400" Height="400">
    <Path Data="{StaticResource Path}" Stroke="Blue" StrokeThickness="1"/>
    <Path
        x:Name="Arrow1"
        Stretch="Fill"
        Width="16" Height="16" StrokeLineJoin="Miter"
        Data="M 0 -5 L 10 -5 M 5 0 L 10 -5 L 5 -10" 
        Stroke="Black" StrokeThickness="3">
        <Path.RenderTransform>
            <TransformGroup>
                <TranslateTransform X="-8" Y="-8"/>
                <MatrixTransform>
                    <MatrixTransform.Matrix>
                        <Matrix/>
                    </MatrixTransform.Matrix>
                </MatrixTransform>
            </TransformGroup>
        </Path.RenderTransform>
        <Path.Triggers>
            <EventTrigger RoutedEvent="Path.Loaded">
                <BeginStoryboard>
                    <Storyboard>
                        <MatrixAnimationUsingPath
                            Storyboard.TargetName="Arrow1"
                            Storyboard.TargetProperty="RenderTransform.Children[1].Matrix"                                
                            DoesRotateWithTangent="True"
                            Duration="0:0:5" 
                            BeginTime="0:0:0"
                            RepeatBehavior="Forever" PathGeometry="{StaticResource Path}" >                               
                        </MatrixAnimationUsingPath>
                    </Storyboard>
                </BeginStoryboard>
            </EventTrigger>
        </Path.Triggers>
    </Path>
</Canvas>
EDIT2: Calculating how many arrows you need
I assume you're creating a custom control and are programmatically adding arrows?
If so i think the simplest way would be to specify a Duration for a single loop and a BeginTimeGap, the time between the BeginTimes of subsequent arrows. The number of arrows you have to add would be Duration/BeginTimeGap, or in simplified code:
while (BeginTime < Duration) 
{ 
    //add arrow with BeginTime and Duration; 
    BeginTime += BeginTimeGap; 
}
Getting the right speed and spacing between arrows would come down to tweaking these two values.