As th ball has a fixed equation describing its motion, you should be able to sync without worrying too much about time. Anyway, thats an extra complication for now 
To sync a clock, you basically decide which client is going to run the ‘master clock’ This ‘resets’ the clock by storing the current time. Thenthe game time is ‘currentTimeInMillis - startTime’.
The other client must ask for a time update, sending a request number with the message, and recording when it sent the message ‘msgTime’ and what number it used.
The master clock respons immediately to the message with the current game time (currentTime - startTime).
The other client receives this, and matches it to the stored sent request (using the request number I mentioned earlier), also noting the time it received the message ‘recvTime’. Note all client times can be done with the currentTimeMillis as we are going to be taking differences.
The approximate ‘game time’ for this client is then:
approxGameTime = receivedGameTime + ((recvTime - msgTime)>>1);
This is adding on half the round trip time (RTT).
However, that is not the end of it. You have to account for variations in the transmission.
To do this:
For the first timer message received just set gameClock and store RTT as ‘bestRTT’
For each subsequent clock update:
RTT = recvTime - msgTime;
if( RTT < bestRTT )
{ // Best result so far, average this with current clock
gameTime = (approxGameTime + gameTime)>>1;
bestRTT = RTT;
}
else if( RTT < bestRTT + (bestRTT>>2) )
{ // The RTT was pretty good, but not great
// Take a 1/4 weighted average
gameTime = (3*gameTime + approxGameTime)>>2;
}
clockOffset = gameTime - System.currentTimeMillis();
then the client has an offset he can use to get the game time:
long GetGameTime()
{
return (clockoffset - System.currentTimeMillis());
}
This is a simple way of getting an OK shared clock.
To do it properly, you should measure the standard deviation of the RTTs, and use a weighted average based on this (instead of the 25% of best RTT I use above). This will give a better update behaviour over a noisy network than the scheme here, but this should work ok for a local area network or a good internet connection.
Apologies in advance for typos, syntax errors, & getting my +/- signs the wrong way around 
Hope this helps,