There's 2 approaches:
If you're confident that your object will fit into one packet, you can do something like:
var fromServer:ByteArray = new ByteArray;
while( socket.bytesAvailable )
    socket.readBytes( fromServer );
fromServer.position = 0;
var myObj:* = fromServer.readObject();
If you have the possibility of having multiple packet messages, then a common usage is to prepend the message with the length of the message. Something like (pseudo code):
var fromServer:ByteArray    = new ByteArray();
var msgLen:int              = 0;
while ( socket.bytesAvailable > 0 )
{
    // if we don't have a message length, read it from the stream
    if ( msgLen == 0 )
        msgLen = socket.readInt();
    // if our message is too big for one push
    var toRead:int  = ( msgLen > socket.bytesAvailable ) ? socket.bytesAvailable : msgLen;
    msgLen          -= toRead; // msgLen will now be 0 if it's a full message
    // read the number of bytes that we want.
    // fromServer.length will be 0 if it's a new message, or if we're adding more
    // to a previous message, it'll be appended to the end
    socket.readBytes( fromServer, fromServer.length, toRead );
    // if we still have some message to come, just break
    if ( msgLen != 0 )
        break;
    // it's a full message, create your object, then clear fromServer
}
Having your socket able to read like this will mean that multiple packet messages will be read properly as well as the fact that you won't miss any messages where 2 small messages are sent almost simultaneously (as the first message will treat it all as one message, thereby missing the second one)