
Go up to 3 or 4 sites. Rush them dead. [UPDATE: after having played this deck more I'm less sold on this strategy. Still can be a deadly deck, but not always rushing forward with your avatar is often a good choice. The power comes from its removal strength and I have modified the deck a lot to lean away from trying to voltron the Persecutor.]
Drag your avatar forward with evil minions - remove everything they play.
Ideally hit a forge and molten mar as two of three starting sites so you can turn one forge to get a lance on persecutor, turn two drop one of the two drops if it is beneficial, turn 3 get your free hellhounds and drag forward. Turn 4 you usually want to just draw a site (or ideally do it on turn 1 or 2) and play it to hit the 4 mana turn 4 goal, focus on clearing anything they have on the board this turn. Then you never play or draw another site and you just try and keep the board clear of their stuff while you bash them with your avatar and any minions you get to stick (though often you will want to trade your minions into theirs to keep that clear board for the persecutor to pummel-em). It is pretty simple game plan (this is mono-fire, so whatever the opposite of rocket science is).
What stops this deck? Other aggro can mess you up if you are smashing your avatar into minions too much - sometimes cooling the jets a little to keep control and not die before you kill is needed. If your ability to move gets shut down you are in trouble. Then its time to play more sites and get some avenue of attack opened up while fending off whatever they throw at you.
The two big questions in your first 5 turns will be when and if to move your persecutor forward and whether to take a site for turn. In my experience so far it is usually worth going site for turn for one of your first 4 turns so that you can hit your 4 mana mark on turn 4 and immediately start attacking with Persecutor every turn starting on turn 5. This does put you down a spell from what you could be at though, so in certain matchups you may want to lose the tempo to get the card (but so far I haven't found that to be the choice). The other option that is often tempting is to skip the fourth site completely and just start attacking on turn 4. This doesn't usually work out as well as it look like it will - you really want that 4th site. Also getting to 5 sites really takes this deck to the next level since there are a lot of 2 and 3 drops to double spell with. How and if you get to 5 is a major judgement call, usually based on whether you have the tempo or not. If you do have the tempo you can skip site 5 and just pummel - if you aren't dominating the board by turn 4, then working your way up to 5 or six sites through tapping for site while still taking spell for turn is worthwhile.
In terms of moving the avatar in the early turns, I'm still unsure. I generally think getting up to the frontline as soon as you can is good - like the ideal play line is turn 3 Molten Maar, pull forward I think.
I think playing more graveyard hate is probably wise - swapping in some funeral pyres and adding a 3rd Hyena may be important to being able to beat Archi and other cemetery recursion decks. Other minions I keep almost including are: monstrous lions, greater blood demon and quarelsome Kobolds. Also enraged familiar can be really strong in Persecutor (when i get persecutor in draft i pick them super high). Since this is a rush deck getting what will basically always be 4 power for 3 on your turn is great (you just attack there stuff with Persecutor and familiar gets his bonus). Other cards that keep coming in and out of this list are: Shatter Strikes, Blaze, Holy Waters, Poison Novas, Razes and Infiltrates. I'm very unsure about the balance on those (probably depends on the meta you expect). I personally hate running poison nova because it feels like a card I should never have to play if the deck is working, but it does come in handy as a safety measure for if you ever lose the tempo.
Here's my basic breakdown on how to modify the counts of these things: