You can import the normal map as a texture and wrap it onto your model. ZBrush does not provide support for displaying normal maps, though. There is also no way to create a high resolution model from a normal map for the reasons explained just yesterday in this thread.
The only approach for you that I can think of which MIGHT work is to import the texture, select the Flat Color material, and press Texture>Crop And Fill. Then you can sculpt or use 3D tools to add detail to the unwrapped map. Next, load the NormalRGBMat material from the ZMaterials folder and paint it onto your canvas. This will give you a new normal map based on the depth that you’ve painted on the canvas.
Finally, select the MRGBZGrabber tool and capture the canvas with ShadedRGB on and Autocrop off. You’ll get a new texture/normal map in the Texture palette and a depth map in the Alpha palette. Use the depth map in Photoshop to merge the details on the new normal map with the original one.