In my opinion you'll bet better control using a displacement modifier instead of using the displacement on the material nodes.
The controls for the voronoi texture are much more detailed for textures.
Add a plane, subdivide it a lot (I did 100 subdivisions on this example)
then add a displace modifier and use a voronoi texture to control the displacement. Play with the feature weights, scale, intensity,brightness and contrast as well as with the strength of the displacement for the modifier.
For more nuanced textures you can use different displacement maps with different settings. Note that the quality of the displacement is related with the amount of vertices on your mesh. For a nice looking paper you might need a lot of vertices. In this case I added a subsurf modifier before the displacement to further subdivide the mesh.
If what you are after is to create a bump map (with no real geometry displacement just plug in a voronoi texture to the displacement socket of the material output.
Note that this will give you just the illusion of relief.
Note also how very little control you have on the voronoi texture.
You can combine more than one texture to create the larger and smaller folds.
To create real displacement you need to enable the experimental features on the render settings.
Then set the displacement control on the material settings to true displacement.
Then the textures connected to the displacement socket will affect the geometry of the object.
For a detailed and more random looking displacement combine several textures.
Note that you will not see the displacement in wireframe, solid or texture shading, only on material or rendered shading. Also render shading will not update when making changes, only material shading will update in real time.