I assume you have a separate routine that handles the behavior of the bullet, in which case you keep a timer variable(your halflife) that you reduce in the FixedUpdate method, and once it reaches zero then you change the behavior from doing a RotateAround to simply translating it according to the tangent to the planet multiplied by the current speed of the bullet, both of which you store at the instant that the timer ticks down to zero.
The tangent vector should be essentially the current transform.forward vector of the bullet gameobject whereas the speed would be the arclength traversed divided by the delta time of the FixedUpdate(unless of course you already have some constant speed in radians/second that you multiply by the FixedUpdate elapsed time). Arclength/sec would be the angle(in radians) that the bullet rotates/second * the distance from the center of the planet to the center of your bullet(the radius).
Edit: I should mention that this will not work if you currently are utilizing the physics engine to handle any aspects of the motion which it seems you aren't from the way you phrased the question.
Implementation:
1)Create a public variable in the bullet routine to store 'speed' so that it can be set in the prefab of the bullet gameObject. Also have an escape time(or distance if you prefer) variable and a boolean to determine if it is still rotating or translating.
2)In the rotate phase of your update the radians to RotateAround should be (speed * elapsedTime) / radius of sphere
3)Once the escape timer(or distance) is reached, set the boolean flag to indicate that you are no longer rotating. Now simply use the transform.forward vector multiplied by the speed * elapsed time to translate the bullet.