I had this idea recently, I'm sure I'm not the first: why does the DM hold all the secrets to the game? Encounters, monster stats, and so forth? I had this idea recently of telling the players upfront how many encounters I had planned for "the current day" in a game and letting them plan accordingly so they could decide how they were going to get there and estimate what sort of resources they were going to use.
I figure I'll still save some surprises, like timing of enemy appearances and perhaps what the monsters look like and how they act, but considering the fact that RPGs are an exercise in critical thinking, resource management, and group storytelling, it makes sense to me to at least share the Table of Contents with the participants so they know what to expect and can plan ahead.
I figured, at the very least, it could help "bring back" boxed text in a way that's meaningful. I mean, if you already know what's coming, you can listen for key bits of information in said text-box that may prove relevant to your character. I suppose I could still withhold the exact statistics of the monsters and their powers, and surprises seem to come from the dice anyway.