As Pottery finishes, you've checked off all the early priority research boxes. Essential worker techs, bronze working, granaries. Writing is the gateway tech for whatever you want next. You probably won't be able to get as much value out of tech trading (Noble AIs just don't research that quickly), so Alphabet and Aesthetics both become less useful. Writing into Mathematics would be the natural sequence here.
In terms of production priorities, your second city needs a Terrace asap (I think you might found it a turn before Pottery, so just dump a single turn of production into like a warrior or something then switch the build next turn). Granaries make whipping population in slavery about twice as food-efficient; that's huge. And as Inca you even get some culture out of them too. It's a very powerful building and not too expensive to build. Your capital wants to finish that second worker, but then you need a third warrior and a Terrace. On Noble you can go worker => Terrace => Warrior. Worker => warrior => Terrace would be safer if you were worried about barbs, but non-animal barbs aren't gonna be showing up for a while on Noble. They never attempt to pillage improvements and conquer cities within your border until your continent has at least twice as many cities as players. On Noble, you will be expanding faster than any AIs, so you really don't need to worry about barbs at all until a while after you settle your second city. Be sure to pay attention to how your city governor is assigning tiles to be worked; your goal is to finish the warrior and the Terrace at or shortly after the city grows to size-4, so you can juggle which tiles are assigned a bit if needed to get more food or more hammers. You also don't really want to leave the gold mine un-worked, although potentially a single turn not on gold would be okay if it means getting the Terrace before size-4. Once you've got a size-4 capital with a Terrace, you're all set for your next settler. One forest chopped (20 hammers), a two-pop whip (60 hammers), and 20 hammers of slow production (~2-3 turns) gets you a settler.
Worker management, you want to finish the current chop. Then the single most important / valuable tile to work will be the corn for the new city; your first worker should head that way after finishing chopping (it can reach the corn faster than the one finished in your capital). After the corn it wants to help the second city chop + whip + build a Terrace. Longer-term you're going to want gold, pasture pigs, and a pair of floodplains cottages for the capital (the new worker can work on those cottages), while your second city will want corn, cow, and a floodplains cottage.
Warriors are going to want to keep hunting for potential new city sites; you'll also want to start putting some thought into positioning them for barbarian defense. Barbarians will never spawn on a tile visible to any player. They also won't spawn anywhere within a 5x5 box centered around any other units. So you can often space out warriors outside your cultural border in such a way that barbarians can't spawn in a big region, and if they do spawn they'll be closer to some AI player rather than you and hopefully leave you alone.
That'd get you another ~15-20 turns down the line.