For players who don't commit to soe information before rolling, and are asking in directions which don't follow the current story arc from the GM's view, I can see a few directions to go in handling it.
- Tell them to make it up before rolling.
- Tell them they didn't find anything relevant, but found this other interesting passage (which includes the GM's chosen hooks). If they get overflow, reduce the time and or plant more GM hooks.
- (If using Spin) Go ahead admit that there's nothing there, but allow the spin¹ to carry forward anyway
- Overflow²: they find the nothing on the difficulty, so you let them use the excess on something else.
Method 1 is the simplest... No direction, no statement of what the character already believes, no roll. This ensures that players do not go on "fishing expeditions."
Method 2 is the smoothest, if used in moderation. Some players, however, may be very frustrated by being redirected that way.
Method 3 is less smooth, but means that the next roll has a bonus. The bonus on the following roll may or may not make story sense, but it certainly makes game sense. I would advise caution, however, as some players may see this as grounds to abuse your largesse, and fish for that bonus; those who do have missed the point of the FATE engine, but that is not as uncommon as one might wish for.
Method 4 is simple, but requires that they have something else to do with that surplus.
¹: If used. Spin is from other FATE versionsan option under DFRPG. See p.214 of Gomad assures that it's notYour Story. A defense roll made by 3 levels over needed generates a +1 on the next action. Spin isn't limited to defenses in DF, and I'm familiar with other forms of the FATE enginegames, having only skimmed the DFRPGso it could be applied equally well to other "No benefit from rolling high"
²: There is also Overflow in DF, and that's stock.. pp.214-15 of Your Story