Characters who can sense the future, or change the past, can be difficult to balance. If the GM permits such characters into his setting, he has a few options.
Characters who can sense the near future, or travel back in time to undo a recent mistake, could create or discover aspects to reflect their access to time. These aspects can be offered as compels if history is meant to go a certain way - and a compel can be refused, if characters are able to fight their own fate or if history can be changed. A precognitive or time traveler can spend Fate points, as usual, to make declarations that are explained by their meddling with history.
The distant past, the far future, and even other dimensions can all be new areas of the campaign for the PCs to discover, explore, and defend.