Revealing an effect of a card after player makes their choice
You could borrow from the "Crossroads" idea used in Dead of Winter and Gen7 - in those games there's a deck of Crossroads cards, and on your turn the player to your left draws one of them, and if its condition triggers they read it out and let you know what the choices are.

So you could have it that cards are drawn by the next player in turn order, and there's a part they read out, followed by a part that triggers only when the choice is made. Note that there's a risk that the players will learn what the effects are unless you either have too many cards to memorise or near-duplicate cards with slightly different effects.

Alternatively, you can just let the player make their decision based on the full text of the card, but make it so that the decisions aren't obvious choices. For example, make money a scarce resource so that while it would be nice to pay $100 to get +1 Credit it might put you at risk of not being able to afford something else; or make it so that paying the full amount gives 0, 1 or 2 Credit based on some other factor so it isn't a uniformly good bonus.