I have a large personal dislike of Precognition powers so keep that bias in mind as I answer.
For most games I tend to run improve heavy games and seeing the future isn't too difficult to deal with in those. You give the player an image or a concept, even a short scene, which is (at the time) totally meaningless and use it like you would a suggestion in an improve show.
When I'm not doing improv I tend to give people vague answers, the sort of thing I imagine would be visible to someone from a distant perspective of events. Often I an intentionally obtuse in the answers I give people, in an effort to discourage them from taking such powers.
I recommend asking the player why they want the power. If they want to emulate a specific character from a media than try to do that since the media will already have some kind of method to deal with the ability. If they want to as a short cut to plot, then disallow the ability.
Thanks, Tadanori.
"Vague" was my 1st option.
Example;
Plot: the Sentinels are reactivated & attack all "threats" (any superhero or supervillain)
Sub-Plot: The Sentinels track mutant activity & media reports of "superhuman" action, in order to capture/kill their targets
sub-Plot: The Kingpin of Crime (Wilson Fisk) & Emma Frost are behind the Sentinels (Frost tries to verbally-convert powerful supers to her thinking of a "more-ordered world")
Sub-Plot: analysis of captured Sentinel tech reveals 2 names - an engineer & a Pentagon supervisor (both names are anagrams for Fisk & Frost), with both real men being dead & buried (the caskets hold the bodies of slain superheroes replaced by android drones serving the criminal masterminds)
Sub-Plot: several superhumans are held in suspended-animation aboard a satellite HQ formerly belonging to a hero team, but now redesigned & occupied by the Sentinels
Sub-Plot: the PCs aren't the last resistance - there is a team of supers on the Moon's Blue Area, a large team of street-level heroes bounding around the U.S., and a scattered team of international supers - the greater resistance has a plan, based on flawed Sentinel propaganda, to strike at the enemy (deathtrap)
Sub-Plot: the most powerful supers (Franklin Richards, Silver Surfer, Jean Grey, ect.) have been taken to another dimension by Franklin to avoid "the worst-case scenario" (a powerful super destroys most of human civilization to defeat the Sentinel army) - the issue here is Franklin keeps taps on everything the PCs do & can end up "Deus Ex Machina" (as Franklin can be)
sub-Plot: the Sentinels have dimensional-hopping tech that allows them to target & assault any supers-base they find across dimensions - Asgard, Olympus, the Astral Plane, ect. - nowhere is safe from the Sentinels' adaptive weaponry onslaught
so. you can use Precognition to reveal aspect of this kind of game (this is most of my Sub-Plots), but, what aspects of the above scenario would you feel safe revealing without giving up your whole game? Keep in mind it's future events, not past.
The whole thing, based on how I craft NPC Sub-Plots, made my head hurt. Again - HELP. "Vague", for all intents & purposes, needs a clearer definition here.